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Clan Lights And Community Warfare.


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#21 Noesis

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Posted 03 November 2014 - 08:16 AM

View PostCyclonerM, on 03 November 2014 - 08:07 AM, said:

Then you really did not understand what i meant :P

In the lore, modyfing the base chassis AKA engine, armor, fixed armor/structure slots, fixed weapons/equipment, requires a "redesign", basically you have to create a whole new OmniMech; simply put, if you have an Adder, you cannot change its engine rating , because it would not be an Adder anymore.

I like to have some challenges sometimes.. It is not like every single 'Mech out there is designed around my own desires and customization is already way too free and cost-less, especially for IS 'Mechs.

My point is always that.. If they have already changed some things from the lore.. That is a reason to not change more -_- I want to play a BattleTech game..


No I knew what you meant as per the fixed arrangments in omni tech use for the actual tech fixed to the chassis or omni parts (this also evident by the fixed positioning of various tech on the omni parts in MWO) and those design limitations with the use of Clan tech.

Only that with the various changes already applied to the other qualities of Clan tech it is not a huge stretch to tweak the engine ratings applied to these as per what would be the understood value to be applied for them. This moreso in keeping with the more homogonised approach to balancing IS vs Clan as per the objectivity associated with what PGI are in fact trying to achieve.

#22 Surtosi

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Posted 03 November 2014 - 09:01 AM

+1 to the OP, well written.

Clan lights aren't deficient against IS lights or even Clan mediums, if you keep in mind that all Clan assets are fighting assets.

IS lights are designed NOT to fight head on, but to support and maybe get a back shot in. The thing to look at for Clan lights is they are like feather weight boxers, so their acceleration is the most important part with the goal to out-maneuver an opponent for the KO. Engage, and stay engaged until victory or death! This makes teamwork even more important, unless you are Mechjesus Kerensky.

Leave harassing to the mediums, load up on some SPLs and SRMs and come out swinging. Don't avoid scraping with the big boys, just consider yourself an avoidance tank and you'll do fine.

I love running with a NARC and multiple CLRM5s, give it a try and keep the target in LOS and at 200+m the whole time. totally new experience. It's like they just can't take their eyes off you, even for the UAC20 your teammate just brought to bear.

#23 Maphr

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Posted 03 November 2014 - 09:06 AM

View PostLily from animove, on 03 November 2014 - 02:39 AM, said:

low profile? where? non of the clan lights atm can even cross the HPG ramps underneath, while most IS lights can.

Unless something has changed in the last week, I have sqeezed under the HPG ramps to blast an unsuspecting enemy in the back with my ssrms. It's not as "elegant" as, say, a spider would pass through, but we badders make do.

Edited by Maphr, 03 November 2014 - 09:07 AM.


#24 Harper Steel

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Posted 05 November 2014 - 01:17 AM

an erppc kitfox hiding in the woods with ecm is very effective, and when paired with heavy/assault LRM boats can kill damaged mechs very efficiently..the only IS mech I have problems with is the Jenner,,

I have to agree with most of your points,,, it seems more to depend on the Clan pilot finding an effective way to utilize his lights within his Clan/Teams playing style.. some of us do,,

and I have seen a star of Clan Kitfoxes and Stromcrows be a devastating wolf pack..

#25 Connaugh

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Posted 05 November 2014 - 01:50 AM

View PostWM Deejay, on 05 November 2014 - 01:17 AM, said:

... foxes and ... crows be a ... wolf pack.


I like those puns :).

Regarding the topic:
Clan lights are fine, although they could perform better compared to the speed benefits of IS lights, especially when the latter can "live" "hit and run" while the clanners play "hit and get bashed" sometimes.
In a brawl or even just a little heated up fight, Clights are often enough the less attractive targets so they could run around and do damage where they can. And they are fast enough to at least make Slights disengage from the big boys.

Regarding the "re-engineering"
We can change IS engines at will, without making a locust a grashopper. We can change the loadout of Battlemechs, that were "fabricated" this way. Everytime we use the mechlab we are redesigning. So with this, there is no reason to not be able to change engines/anything else at clan mechs.

Edited by Connaugh, 05 November 2014 - 02:06 AM.


#26 CyclonerM

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Posted 05 November 2014 - 05:49 AM

View PostConnaugh, on 05 November 2014 - 01:50 AM, said:

Regarding the "re-engineering"
We can change IS engines at will, without making a locust a grashopper. We can change the loadout of Battlemechs, that were "fabricated" this way. Everytime we use the mechlab we are redesigning. So with this, there is no reason to not be able to change engines/anything else at clan mechs.

Ahem. I know you are totally right in the first part, and i know we are doing in minutes what in the lore takes months, but heavily broken lore is not an excuse to break lore more -_-

#27 Angel of Annihilation

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Posted 12 November 2014 - 12:19 PM

I don't see a problem. Clan light's slow speeds just mean that they stick around closer to the team and take on more of a support function. In this formation, they can provide strong ECM coverage, strong supporting fire and actually screen their team from enemy light mechs because despite being slower, they are still quick and agile enough to engage IS lights attempting hit and run tactics.

The only issue the Clans might have is dependent on the victory conditions for CW and if the require fast captures of objectives. However you also got to consider the as a Faction, Clan mechs are generally faster than IS mechs so while lights might not be able to travel as fast, Clan teams in general will be able to move much faster than IS teams. This will allow Clan team to maintain a more concentrated fire in alot of cases vs IS which will tend to straggle out more due to variances in speed.

#28 CyclonerM

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Posted 12 November 2014 - 02:22 PM

View PostViktor Drake, on 12 November 2014 - 12:19 PM, said:

The only issue the Clans might have is dependent on the victory conditions for CW and if the require fast captures of objectives. However you also got to consider the as a Faction, Clan mechs are generally faster than IS mechs so while lights might not be able to travel as fast, Clan teams in general will be able to move much faster than IS teams. This will allow Clan team to maintain a more concentrated fire in alot of cases vs IS which will tend to straggle out more due to variances in speed.

This is something everyone forgets. Thank you.

A heavy/assault lance going at 81/89 KPH? Not bad i dare say!

#29 Carpenocturn

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Posted 13 January 2015 - 01:41 PM

View PostCyclonerM, on 12 November 2014 - 02:22 PM, said:

This is something everyone forgets. Thank you.

A heavy/assault lance going at 81/89 KPH? Not bad i dare say!


Very true for large open maps where straggling occurs or before the gates go down in CW and it's a sniper fest as a defender, but objectives cause teams to bunch up, wait for others and reduces straggling.

#30 Nightshade24

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Posted 13 January 2015 - 02:05 PM

View PostGrantham Besat, on 03 November 2014 - 04:55 AM, said:

Not tears just objectively looking for a way to make the best 240 ton drop deck that can handle the IS mechs and be fast enough to handle a huge map. Sped, firepower, and endurance have to be balanced to atack and defend using just 4 mechs.

there is no reasoning with them.

Inner sphere CW elitists will try to throw any reason (real or made up) down your throat on giving reasons why a single thunderbolt is equal to 3 warhawks. ie "there has to be something in this game that is best of it's class!/role!" or "well your ER PPC's do 15 damage!"

No matter how unbiased these numbers and letters show that Clans struggle in CW. There is no way to reason with these people no matter how hard the facts are that there is nothing better about a clan light mech over a medium. (besides the jumpjets and/or the ECM on mist lynx, and the ecm / 3 am kitfox.). Or the fact that there is no 20 ton clan mech to put 2 direwolfs into 1 drop deck... etc

#31 Mordin Ashe

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Posted 13 January 2015 - 11:36 PM

Clan 20t Mech would probably suck just as ML does - it has so terrible design that it will get slaughtered any day of the week. Too bulky, too big arm hardpoints. Same goes for all Clan lights, and if you couple that with speed of mediums and poor armor, you have a fitting explanation why almost noone plays Clan lights unless he has to.

Quirks please, PGI!

#32 Revis Volek

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Posted 14 January 2015 - 01:09 PM

Clan Mediums are Scouts, Clan lights are Escort mechs for the most part.


You are doing it wrong OP.

#33 Noesis

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Posted 14 January 2015 - 04:15 PM

This has been realised by the Dark Born Darth, but the idea of finding alternative uses and maximising the use of the class given the differences bwtween IS and Clan still a useful persuit.

This topic then helping to make people aware to various strategies like streak use and others.

I believe having spoken to members of SA they are considering the idea of finding further use for the Clan Lights. In fact one suggestion was to create a light competition with a view to people generate creative build ideas for demonstration.

Combined with a new initiative. The Rig tool, identified to help CSJ looking into buidling Mechs for certain roles this could combine with the above process to generate more analytical persuits to the use of Clan lights.

Also a social tournament for light pilots then helping to create a useful social occasion to let of steam, help identify light pilot expertise and explore possible uses all at the same time:

Posted Image





Dark Born

RIG = Role Information Gadget

www.mwodarkborn.enjin.com

Find on Strana Mechty TS:

IP: STRANAMECHTY.INFO

Pwd: StranaMechty

Further details

(Limited to some factional, MERC or Bandit/Pirate use to ease implementation for now)


Edited by Noesis, 14 January 2015 - 04:39 PM.


#34 LastKhan

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Posted 14 January 2015 - 05:20 PM

sheesh the only mechs in this game is the 9S and firestarters :P

#35 Star Wolves Admin Account

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Posted 14 January 2015 - 05:25 PM

Clan lights are still really good, Kitfox is definitely best light support in the game. It would be nice if we have the speed demon dasher to augment us a bit. We really are missing a proper light scout. Mist lynx is more of a special OPs mech than a scout.

Edited by Blueduck, 14 January 2015 - 05:25 PM.


#36 LastKhan

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Posted 14 January 2015 - 05:33 PM

Kitfoxes are good and Boom Adders for the more advanced players can also be deadly. I agree none compare toe to toe with say firestarters and jenners. The Myst garbage is just lack luster and im disappointed that PGI doesnt have any quirking in the pipeline for clan mechs that are least played.

#37 NUJRSYDEVIL

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Posted 15 January 2015 - 05:25 AM

I'm starting to think that the ECM Triple AMS Kit Fox is the only viable Clan Light. The Adder sucks after the ERPPC nerfs and the Mist Lynx is a total joke (from a guy who suckered into buying the Invasion pack).

The Kit Fox is superior because it can hold a wide array of different weapons and it's extremely mobile. The ECM Triple AMS build is designed specifically to stand within a group of assaults and knock out any enemy LRM/SSRM capability.

#38 CyclonerM

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Posted 15 January 2015 - 06:17 AM

View PostLastKhan, on 14 January 2015 - 05:33 PM, said:

Kitfoxes are good and Boom Adders for the more advanced players can also be deadly. I agree none compare toe to toe with say firestarters and jenners. The Myst garbage is just lack luster and im disappointed that PGI doesnt have any quirking in the pipeline for clan mechs that are least played.

View PostNUJRSYDEVIL, on 15 January 2015 - 05:25 AM, said:

I'm starting to think that the ECM Triple AMS Kit Fox is the only viable Clan Light. The Adder sucks after the ERPPC nerfs and the Mist Lynx is a total joke (from a guy who suckered into buying the Invasion pack).

What if i told you i think the Mist Lynx does not need any further quicks for me? :ph34r:

Maybe when the Artic Cheetah is released, though.

#39 LastKhan

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Posted 15 January 2015 - 09:02 AM

View PostCyclonerM, on 15 January 2015 - 06:17 AM, said:

What if i told you i think the Mist Lynx does not need any further quicks for me? :ph34r:

Maybe when the Artic Cheetah is released, though.



Maybe an energy related quirk perhaps but not a whole lot.

Arctic cheetah would be nice

#40 Mordin Ashe

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Posted 16 January 2015 - 03:00 AM

I don't know if I want PGI to release more Clan lights without making the ones we have right now good. Kit Fox has utility, but Adder and ML need some help. Adder with removable Flamer would be very good (+25% hardpoints) and ML... I don't know what ML needs, scratch few months in fat camp to get rid of his bulky back. A hug, perhaps?





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