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Ultra Fast Lightmechs Need To Be Balanced


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#1 Orkhepaj

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Posted 20 September 2013 - 02:18 AM

Nerf speed on light mechs, or make them behave more realistically.

They accelerate way too quickly and due to their insane speed and if the terrain is not 100% flat then mech jumping around like randomly and pretty much impossible to aim them. If they are closer you cant even keep them in target enough to get a lock for ssrm ,that just says all , when the weapon which should counter these little mechs are just impossilbe to fire.
This is clearly a physics problem , they just move irrealistically, handle turns what a sport car couldnt do,and the vertical movement is just completly broken.

And you can clearly see the problem when these light mech just run off lrm-s ... why?

The game engine clearly cant handle those ultra fast mechs--> lower their speed to manageable lvl.

Yeah you want to make light mech viable , but they shouldnt have insane survivablity due to broken speed and support pretty good dps like 6 lasers at the same time...
Make them scouts ,what they should be not fighters.

#2 Sean von Steinike

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Posted 20 September 2013 - 02:23 AM

The only light that presents any real difficulty is the Spider by virtue of their cruddy hitboxes...unless you are in Australia.

#3 CrashieJ

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Posted 20 September 2013 - 02:25 AM

i think they need to clean up the netcode so that 30 point laser alpha to the face does more than scratch the paint job.

I also think that we need a training area to teach people how to kill lights effectively
also to teach players team discipline
fire discipline

and not all go after that spider with you assault mech, there is a reason light and medium mechs exist

to kill light mechs

#4 ssm

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Posted 20 September 2013 - 02:30 AM

Sadly, "issues" you mention (speed & agility) are only things keeping lights viable.

#5 Strayed

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Posted 20 September 2013 - 02:33 AM

The counter is that they need to make it so then that lights are viable at speeds below 140kph. Which means a huge torso twist and turn nerf to heavies and above. A light needs to be useable at going at 97kph. If the only way lights can be played in this game are at stupidly fast speeds then you got something seriously wrong with your game. When an Assault can twist fast enough to catch a light while caught in open then yeah that's just plain daft.

Edited by Strayed, 20 September 2013 - 02:34 AM.


#6 Orkhepaj

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Posted 20 September 2013 - 02:40 AM

View Postgavilatius, on 20 September 2013 - 02:25 AM, said:

i think they need to clean up the netcode so that 30 point laser alpha to the face does more than scratch the paint job.

I also think that we need a training area to teach people how to kill lights effectively
also to teach players team discipline
fire discipline

and not all go after that spider with you assault mech, there is a reason light and medium mechs exist

to kill light mechs

yeah I agree , especially with chasing light mechs , it is said to see that 6-7 players go after a jenner/spider runby all turning their backs vs main enemy force and sometimes even leave a good defensive position just to chase the lights

but i cant see why meds are good at killing lights ,they are far easier to hit especially at specific body parts , doesnt support more weapons usually , and only have slight armor advantage, and ofcourse cant do driveby-s except cica

#7 Brilig

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Posted 20 September 2013 - 02:41 AM

View PostStrayed, on 20 September 2013 - 02:33 AM, said:

The counter is that they need to make it so then that lights are viable at speeds below 140kph. Which means a huge torso twist and turn nerf to heavies and above. A light needs to be useable at going at 97kph. If the only way lights can be played in this game are at stupidly fast speeds then you got something seriously wrong with your game. When an Assault can twist fast enough to catch a light while caught in open then yeah that's just plain daft.


They could eliminate, or change the way mech efficiencies work. That would slow everything down quite a bit.

Edit: Could make it so you have to choose between efficiencies in different categories. Such as movement, tracking, heat management, etc. Instead of just grinding to upgrade everything your much can do.

Edited by Brilig, 20 September 2013 - 02:51 AM.


#8 Homeless Bill

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Posted 20 September 2013 - 02:46 AM

View PostOrkhepaj, on 20 September 2013 - 02:18 AM, said:

Nerf speed on light mechs.

And you can clearly see the problem when these light mech just run off lrm-s ... why?

Make them scouts ,what they should be not fighters.

No. Hit registration needs to be fixed. But aside from that, lights need to be even faster than they are now, particularly ones like the Commando, Flea, and Locust.

Because LRMs aren't meant to kill lights and mediums. They're for engaging slow targets in the open and keeping everyone else's head down. It would be terrible if LRMs could track lights accurately.

I don't really think they're overly effective at fighting, either. If hit registration worked, I'm fine with how effective builds like the 5/6xML Jenner are.

#9 Strayed

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Posted 20 September 2013 - 02:47 AM

View PostOrkhepaj, on 20 September 2013 - 02:40 AM, said:

but i cant see why meds are good at killing lights ,they are far easier to hit especially at specific body parts , doesnt support more weapons usually , and only have slight armor advantage, and ofcourse cant do driveby-s except cica

Streak Kintaro's are frankly evil against lights and usually have the speed to keep in their sight to do a fair bit of damage or even kill it before a fast light can leg it!

View PostBrilig, on 20 September 2013 - 02:41 AM, said:

They could eliminate the mech efficiencies. That would slow everything down quite a bit.

To be honest I think they should, or at least remove and replace a fair few of them. I reckon this game could actually play a lot better with them disabled at times.

#10 Orkhepaj

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Posted 20 September 2013 - 02:48 AM

View PostStrayed, on 20 September 2013 - 02:33 AM, said:

The counter is that they need to make it so then that lights are viable at speeds below 140kph. Which means a huge torso twist and turn nerf to heavies and above. A light needs to be useable at going at 97kph. If the only way lights can be played in this game are at stupidly fast speeds then you got something seriously wrong with your game. When an Assault can twist fast enough to catch a light while caught in open then yeah that's just plain daft.

exactly
lights going not ultra fast are pretty easy to kill due to nearly insta turns by heavies/assasults,they cant realy outmanouver assaults , and the pilot skills makes them just absurd, those should be removed

also lights should be harder to spot especially with radar, and they should have better spotting too + could have some special lights only features, like extra tag range or auto tag or could send more targets to other mates , so scouting would be viable
there are many things which could make them better at that job

#11 OneEyed Jack

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Posted 20 September 2013 - 02:50 AM

View PostStrayed, on 20 September 2013 - 02:33 AM, said:

The counter is that they need to make it so then that lights are viable at speeds below 140kph. Which means a huge torso twist and turn nerf to heavies and above. A light needs to be useable at going at 97kph. If the only way lights can be played in this game are at stupidly fast speeds then you got something seriously wrong with your game. When an Assault can twist fast enough to catch a light while caught in open then yeah that's just plain daft.

Yeah, let's make it so that Heavies and Assaults can literally never bring their guns to bear on a Light because it's fast enough to stay behind them permanently, no matter what they do. :)

#12 Orkhepaj

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Posted 20 September 2013 - 02:51 AM

View PostOneEyed Jack, on 20 September 2013 - 02:50 AM, said:

Yeah, let's make it so that Heavies and Assaults can literally never bring their guns to bear on a Light because it's fast enough to stay behind them permanently, no matter what they do. :)

yup maybe they would need teamplay/medium mechs to eliminate light mechs, that would totally ruin mwo

btw a soloing assault shouldnt have much chance vs 2+ lights

Edited by Orkhepaj, 20 September 2013 - 02:52 AM.


#13 Brilig

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Posted 20 September 2013 - 02:55 AM

View PostHomeless Bill, on 20 September 2013 - 02:46 AM, said:

No. Hit registration needs to be fixed. But aside from that, lights need to be even faster than they are now, particularly ones like the Commando, Flea, and Locust.


These guys will definitely need to have a speed advantage over the heavier light mechs. If they can't run significantly faster they will be nothing but Jenner food.

#14 Livewyr

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Posted 20 September 2013 - 02:58 AM

Bring back knockdowns, and you'll have your sufficient "nerf" to light mechs. (Well, at least the bad ones that rely solely on speed.)

#15 Mehlan

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Posted 20 September 2013 - 03:30 AM

View PostOrkhepaj, on 20 September 2013 - 02:18 AM, said:

Nerf speed on light mechs, or make them behave more realistically.

They accelerate way too quickly and due to their insane speed and if the terrain is not 100% flat then mech jumping around like randomly and pretty much impossible to aim them. If they are closer you cant even keep them in target enough to get a lock for ssrm ,that just says all , when the weapon which should counter these little mechs are just impossilbe to fire.
This is clearly a physics problem , they just move irrealistically, handle turns what a sport car couldnt do,and the vertical movement is just completly broken.

And you can clearly see the problem when these light mech just run off lrm-s ... why?

The game engine clearly cant handle those ultra fast mechs--> lower their speed to manageable lvl.

Yeah you want to make light mech viable , but they shouldnt have insane survivablity due to broken speed and support pretty good dps like 6 lasers at the same time...
Make them scouts ,what they should be not fighters.


Do you ever stop complaining about lights? Nor is speed 'broken'...quit expecting them to act/operate like 21st century tech. Want to tag em with streaks, then use a mech that that can give something of a chase...

#16 TheNef

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Posted 20 September 2013 - 04:06 AM

View PostLivewyr, on 20 September 2013 - 02:58 AM, said:

Bring back knockdowns, and you'll have your sufficient "nerf" to light mechs. (Well, at least the bad ones that rely solely on speed.)

As long as lights running into other mechs can knock them down then I'm all for bringing back knock downs, so a 30 ton mech at 151 kph hitting an atlas should be able to knock it over.

#17 Amsro

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Posted 20 September 2013 - 04:29 AM

View PostBrilig, on 20 September 2013 - 02:55 AM, said:

These guys will definitely need to have a speed advantage over the heavier light mechs. If they can't run significantly faster they will be nothing but Jenner food.


The commando doesn't go much faster, it forgoes speed in exchange for a medium mech loadout.

The spider is the opposite, and is currently gimped from 200kph speed ! o.O

The locust/flea is supposed to have masc giving it the option for warp speed :)

#18 Specterr

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Posted 20 September 2013 - 05:08 AM

Yeah I agree the speed and maneuverabilty of lights is totally out of balance...if only they had like paper thin armor or something, surely that would counter their speed...oh wait...well, then they should at least only be able to equip half as much weapons!....oh yeah they have that too...

<facepalm>

Edited by Specterr, 20 September 2013 - 05:09 AM.


#19 Joseph Mallan

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Posted 20 September 2013 - 05:09 AM

Define Ultra fast? Cause Mechs with high speed rarely have lots of firepower. I'm an Atlas pilot mostly, so a fast Mech should be able to zip around me as though I were standing still making my life miserable. try swatting a fly bare handed, see how effective that is. (FYI... It gets much harder the older you get!)

#20 Kaspirikay

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Posted 20 September 2013 - 05:23 AM

Aim for the legs. Lol.





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