#41
Posted 27 June 2016 - 08:30 AM
#42
Posted 27 June 2016 - 08:50 AM
Rampage, on 27 June 2016 - 07:58 AM, said:
100% agree with this. Damage for running in to another Mech, whether friendly or enemy, should be many times more than the 1 damge that you get now. It should be more like 10 damage tp both Mechs. First, it would teach people to learn to drive their Mechs and second it would give everyone another viable weapon. A weapon that would be effective against leg humpers and huggers. It could also make the disarmed walking stick a potential weapon.
I'm sorry, no.
Now all you would have (as a light pilot) is fast mediums running to strip off your leg armor. Get a IFR or CDA running at a LCT, all it takes is three hits (assuming max armor 16 + 8 HP) and you've lost a leg. Not to mention the PHX with MASC, or the SCR or ENF which can top 100 kph easily.
I agree that it's frustrating to be a stick and be constantly ramming your enemy for a measly .1-1 damage, but this mechanic would completely gimp lights.
And frankly, it would probably backfire on your slower assaults. Get 4 fast heavies to ram an assault twice each and it's nearly legged.
TBR max armor+HP = 96pts. Ram twice -20 = 76 hp
DWF max armor+HP = 126pts. Four TBRs ramming it twice -80 = 46hp.
---
These leg-humping lights OP qq threads baffle me given that they are nestled among the "TTK too short" threads.
TTK is never too short if you are getting killed by a leg humper with 1LPL. It takes forever to get legged by 1 LPL. If you are in an assault and are getting killed by the LCT-IV, it's because either:
a) You are bad at shooting, or
b ) You are bad at positioning, or
c) Both A and B.
My first kill this patch was a solo kill against a locust in my Highlander IIC.
Let me repeat that.
My first kill in this patch was a solo kill against a locust in my HGN-IIC.
I went PPC, PPC, UAC/5, Streaks. And somehow that combination of hits and misses solo killed it. In my assault.
Did I say my first kill? I meant the first kill of any game I played on this patch happened to be me, in a 90-ton assault, killing a locust, doing both the KMDD and the killing blow, possibly being the only one to do any damage to it at all.
Before I killed that locust, it was 0-0.
Afterwards, it was 1-0.
It can be done.
(In my assault)
If you have only high-mounted lasers, recognize that you can't be alone. Make sure you stay with the team and the team stays with you.
Edited by Jables McBarty, 27 June 2016 - 08:51 AM.
#43
Posted 27 June 2016 - 08:59 AM
It is disgusting
#44
Posted 27 June 2016 - 09:02 AM
#45
Posted 27 June 2016 - 09:04 AM
Locusts are fine. They are fast but fragile and can't kill you with a single alpha, unlike a Jenner. Leave them alone. But Jenners? Long may they be nerfed.
#46
Posted 27 June 2016 - 09:05 AM
Cathy, on 27 June 2016 - 12:32 AM, said:
I disagree. Either damage is equal or no damage at all in both circumstances..
#47
Posted 27 June 2016 - 09:07 AM
Welp, top-tier doesn't mean unbeatable. Sorry, but for every decision you make in MechWarrior there's both a benefit and a drawback.
Decision: Take an assault.
Benefit: Lots of armor, lots of weapons, ability to shred mediums and heavies.
Drawback: Very slow, dependent on other 'mechs to protect you from lights.
Decision: Mount all your weapons in the torso.
Benefit: Arms are purely for shield, strip armor to free tonnage for weapons/engines, only one reticule to worry about for targeting.
Drawback: Aiming is restricted to your torso Range-of-Movement.
So, I'm sorry, but if you take an assault with all high torso mounts, you are consciously making the decision to gimp yourself against lights.
If you are getting swarmed by locusts, then it is nobody's fault but your own.
*Read Gman's introductory paragraphs to his metamech tier lists, and beside acknowledging that he's human, he states that his tiers are based on aggregates--the "best and most consistent results"--and are not guarantees of a flawless, deathless victory.
EDIT: Formatting was f'd.
Edited by Jables McBarty, 27 June 2016 - 09:08 AM.
#48
Posted 27 June 2016 - 09:14 AM
darkcyd, on 27 June 2016 - 12:06 AM, said:
But you want an "I'm over 70 tons and shouldn't die to anybody of X tonnage regardless of their skill or build" card.
Okay, I'm done. I need to take a break. Clearly the counter-rage is getting to me.
Jables McBarty, on 27 June 2016 - 09:07 AM, said:
Jesus, people, don't you understand what a "metagame" is???
If lights are impervious to assaults with high torso mounts, STOP TAKING THEM INTO MATCHES!
These 'mechs were top-tier because there was no solid counter to them. Now there is.
Learn, adapt, grow, win.
Or accept that when you take your BNC-3M into the game you are reliving the glory of a bygone era. Enjoy the nostalgia, but don't trap yourself.
#49
Posted 27 June 2016 - 09:15 AM
EvilCow, on 27 June 2016 - 09:02 AM, said:
Sorry, but that was one of the dumbest statements. Several light mechs e.g. Jenner IIC, Huginn have zero agility quirks, a Wolfhound has a 5% turn rate while being larger after the patch and getting a worse movement archtype whereas mechs like the Catapult have *drumroll* Turn Rate 25%, Yaw 10% or Marauder Turn Rate 35%, Yaw 45%.
How about addressing those ridiculously bloated quirks on the heavies so that they actually act like heavies?
Hey, lights and mediums shouldn't kill heavies and assaults, right, even when those have zero situational awarness and cannot aim? *eyeroll* No worries, I am sure PGI obliges.
Edited by Bush Hopper, 27 June 2016 - 09:17 AM.
#51
Posted 27 June 2016 - 09:25 AM
360 radar module+ arm mounted energy weapons+free look (hold CTRL by default)=dead leg humper.
#54
Posted 27 June 2016 - 10:17 AM
Mcgral18, on 27 June 2016 - 12:07 AM, said:
That's my complaint with them.
Impossible to shoot, and impossible to move
They also are not taking dmg correctly right now, among other mechs.
Hotboxes IMO are junk after rescale. Lolcaust seems to the worst offender. I hit one with a gauss and scattered 3 meds across its legs in my Grid Iron and it ran away with yellow armor on its legs only. Mech is so small Gauss rounds literally cant hit one component.
Other mechs have this issue too but like i said lolcaust is worst offender.
#55
Posted 27 June 2016 - 10:27 AM
Bush Hopper, on 27 June 2016 - 08:59 AM, said:
It is disgusting
Called it a while back
EvilCow, on 27 June 2016 - 09:02 AM, said:
Narcissistic Martyr, on 27 June 2016 - 09:25 AM, said:
360 radar module+ arm mounted energy weapons+free look (hold CTRL by default)=dead leg humper.
Its amazing how sooooooo many people forget about this module? But I guess it does not help with the stripped off back and leg armor so I can stuff in more Arm Locked ALPHA!
#56
Posted 27 June 2016 - 10:54 AM
Bush Hopper, on 27 June 2016 - 09:15 AM, said:
Sorry, but that was one of the dumbest statements. Several light mechs e.g. Jenner IIC, Huginn have zero agility quirks, a Wolfhound has a 5% turn rate while being larger after the patch and getting a worse movement archtype whereas mechs like the Catapult have *drumroll* Turn Rate 25%, Yaw 10% or Marauder Turn Rate 35%, Yaw 45%.
How about addressing those ridiculously bloated quirks on the heavies so that they actually act like heavies?
Well, let's see if the Requirkening (uhhh, 4? 5?) happens next patch as promised or not.
Clearly, quirks need to change now to compensate on many mechs. Locusts no longer need SuperQuirks, Novas don't need any quirks at all, Catapult quirks should change, etc. Definitely should be some significant changes.
#57
Posted 27 June 2016 - 10:56 AM
Bush Hopper, on 27 June 2016 - 08:59 AM, said:
It is disgusting
Nerf the number one clan mech used? Never going to happen. They don't have any lights worth a dam with their ninety seven speed cap.
The locust is fine now. You find it in use including the pirate bane. When have you ever seen most variants of a light used? Oh the locust so hard to kill with its ten armor ft and rt torsos. The speed is the only thing keeping it in play not its size. I mastered the bugs long before the resize. If it were the size of any of the other lights no one would be using it. Jenner and wolfhound became like cops in a donut factory.
#59
Posted 27 June 2016 - 11:01 AM
EvilCow, on 27 June 2016 - 09:02 AM, said:
If you think the other lights are fine and were OP before, this LCT would like a word with you:
Edited by TercieI, 27 June 2016 - 11:16 AM.
#60
Posted 27 June 2016 - 11:02 AM
Ultimax, on 27 June 2016 - 09:44 AM, said:
No, but as I said, it would be impossible to do the rescale for with balance as a target. Both because PGI doesn't do balance really well overall, and because balance is a moving target, and resizing the game models has never been done before and as I've said elsewhere, the outcome was unknown. Not in terms of "bigger=worse, smaller=better", but in terms of, say, numerical amounts of performance change relative to size change, and if/where major breakpoints lie for size/performance.
I know your "Everything should have shrunk" argument. As I said before, it's a sticky one, as you're wrestling with "when do mechs stop being awesome stompy robots and become silly power armor" as a potential issue. I will say, they went very much larger than I expected overall. Much larger. I expected few mechs to grow, and was quite surprised at how many did. They should have gone smaller, yes.
But again, it doesn't matter now. It's academic. The mechs are the size they are now, and that's all there is to it.
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