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Light Mechs Too Hard To Kill


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#41 Voidcrafter

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Posted 28 March 2013 - 04:23 AM

View PostKinLuu, on 28 March 2013 - 03:33 AM, said:

UAC5


Partially I can agree on that - I use it on any of my ballistic mechs when I intend to build something versatile, but if I'm doing a short range build(read: mostly SRMs), I would put an LBX10 instead anytime.
Probably a personal preference sort of - but it's way harder to do more damage with UAC5s to something circling around you with 150kph, than with LBX10.
Not that it's impossible with the UAC5s, it's just harder and more ammo consuming(if you go spray-and-pray, which I personally don't do).
And on the top of that for me UAC5s >> any other ballistic in the game, so I respect your taste ;)
But you know, that overall they weight the same - optimized number of ammunition need to fuel 2xUAC5s is 200 --> which means 2xUAC5s weight(18t) + 8xUAC5ammo(8t) == 26 tons overall, you can go with 2xLBX10s(22t) + 60ammo(4t) and last about the same time firing(longer CD, not so ammo consuming).
The damage on the other weight classes(medium+) would be probably less, but the damage on the light mechs will be more.

View PostTempestWolf1, on 28 March 2013 - 04:11 AM, said:


no... good piloting of lights "dominate" this game... and the 3L is currently dominant among lights... so you have to be trained in lights to taste that "domination"... (they are much more killable nowadays)


Can't agree with that - the time has come for the laser jenners to raise and shine, just cause they can carry more of the usefull stuff(lasers) since SSRMs aint currently that <_<
And you'll see them more and more :blink:

#42 TempestWolf1

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Posted 28 March 2013 - 04:32 AM

View PostVoidcrafter, on 28 March 2013 - 04:23 AM, said:


Partially I can agree on that - I use it on any of my ballistic mechs when I intend to build something versatile, but if I'm doing a short range build(read: mostly SRMs), I would put an LBX10 instead anytime.
Probably a personal preference sort of - but it's way harder to do more damage with UAC5s to something circling around you with 150kph, than with LBX10.
Not that it's impossible with the UAC5s, it's just harder and more ammo consuming(if you go spray-and-pray, which I personally don't do).
And on the top of that for me UAC5s >> any other ballistic in the game, so I respect your taste ;)
But you know, that overall they weight the same - optimized number of ammunition need to fuel 2xUAC5s is 200 --> which means 2xUAC5s weight(18t) + 8xUAC5ammo(8t) == 26 tons overall, you can go with 2xLBX10s(22t) + 60ammo(4t) and last about the same time firing(longer CD, not so ammo consuming).
The damage on the other weight classes(medium+) would be probably less, but the damage on the light mechs will be more.



Can't agree with that - the time has come for the laser jenners to raise and shine, just cause they can carry more of the usefull stuff(lasers) since SSRMs aint currently that <_<
And you'll see them more and more :blink:


ok.. i'll accept the jenner part... but the point still stands that he has to train himself in lights before he tastes the "domination"... not jump in one from 'phracts and expect instaownage

Edited by TempestWolf1, 28 March 2013 - 04:32 AM.


#43 Pr8Dator

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Posted 28 March 2013 - 05:11 AM

View PostTempestWolf1, on 28 March 2013 - 04:11 AM, said:


no... good piloting of lights "dominate" this game... and the 3L is currently dominant among lights... so you have to be trained in lights to taste that "domination"... (they are much more killable nowadays)


Yes, that made me stop complaining that the 3L is OP. ;)

#44 Grayseven

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Posted 28 March 2013 - 07:49 AM

View PostCairbre, on 28 March 2013 - 04:11 AM, said:

The problem isn't that lights are fast. The problem is that light players are typically insane. They maneuver unpredictably, rocket around the map at speeds that make most space-bound rockets terrified, and mount short range weaponry to attack mechs 3-4 times their size. Even a bad light mech player in a fully upgraded light is unpredictable and destabilizing to all other players. A good light mech pilot is also somehow able to cause damage where they want it.

I'd say they're the only mech in the game where you really don't know what they're capable of, based on their weaponry.


There comes a certain fatality that I experience when I climb into a light mech. I know my survivability ends the moment I end up in the sights of a mech packing dual AC/20's or quad PPC's and so I move and do my best to not stop unless I die or I manage to sneak up unawares on the back of an assault mech all by itself.

Movement is life for a light mech...the faster the better...and drive-by hit and run tactics are our stock in trade. A light mech left alone with an assault mech can bore through the back armor quickly if the pilot doesn't make a fatal error (like getting in front of said assault mech) even with nothing bigger than medium lasers. When a mech can do 90kph backwards it becomes easy to keep position behind a slow turning mech with the right touch on the throttle.

A light mech in the right place at the right time can turn a battle. Many is the time my presence behind an enemy formation caused said formation to break apart as they moved to deal with the threat to their rear and their base and if I'm ignored so much the better as it lets me attack their weaker rear with relative impunity...until the enemies lights decide to deal with me or I screw up and blunder in front of a nasty alpha strike.

As far as I'm concerned, my job as a light is to find the enemy and relay that information to my slower team mates, flank and split the enemies attention and threaten their base or capture nodes. In a rollicking furball I zip around the fight and add my firepower to the enemy as they concentrate on bigger threats and bail out when I become the focus of their attention...hopefully exposing them to heavier firepower from my team mates.

I might not get the kill, but I'll at least try to put damage on target as it may make the difference between victory and defeat. When I do get the kill, it isn't because I'm trying to kill steal but because I can assess which area of combat I would be most useful in and have the speed to get there in time to help out.

A light mech moving slower than 90kph is nothing more than a free kill waiting to happen as far as I'm concerned.

#45 Funkadelic Mayhem

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Posted 28 March 2013 - 08:14 AM

lights are op. Says the guy not in a light
splats are op. Says the guy not in a splat
ecm is op. Says the guy not in a ecm
lrm are op says the guy standing in the open.
everything is op when you lack imagination.

#46 Khobai

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Posted 28 March 2013 - 08:16 AM

Quote

People seem to have forgotten that Jenners can pack quite a punch.


Yep. Having both high evasion and high damage on light mechs is really unbalanced. The Jenner was considered overpowered before ECM. And then the ECM Raven and Commando swept it under the rug. Now that streaks have been nerfed, the Jenner is back on top as the scariest light mech.

#47 WANTED

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Posted 28 March 2013 - 08:57 AM

Good post. Thought I was crazy when I saw a Spider take on 4 of us over and over and get hit constantly and not die. He even had the balls to stop behind a heavy mech and I alphad him at a deadstop and then hit him some more and he still lived and took off. He ended up surviving the whole game. I was astonished.

Edited by WANTED, 28 March 2013 - 08:57 AM.


#48 Mack1

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Posted 28 March 2013 - 09:05 AM

The Devs won't admit it but I am 100% convinced that lights, especially the Raven 3L are there to allow people that are not all that good at MWO to be able to participate in the fighting without being totally shown up.

I have a friend who is just woeful at MWO and I told him to buy a Raven 3L and gave him a basic course in piloting and he is loving it, sure it's all he can play but he just loves the fact that he can run around hitting stuff with his streaks and then running away without being hit, then come back hit and run, rinse and repeat. Sure to you and me it's like having the slider all the way to easy and yes you and your m8's may lol on TS at Raven pilots but I do think they should be in the game to help new players.

#49 XIRUSPHERE

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Posted 28 March 2013 - 09:41 AM

Having spent a whole lot of time in lights I can tell you why it's so hard to kill them. Most of you can't shoot to save your lives if it's not a giant target standing in front of your face. I have died plenty to people who can aim but for the most part people are horrible. When i'm fighting i'm constantly turning and jumping and torso twisting to spread damage. Often people will not account for lead time when it comes to firing and in the heat of it get really bad at it.

#50 Zypher

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Posted 28 March 2013 - 10:28 AM

View PostHaroldwolf, on 16 March 2013 - 04:59 PM, said:

No I'm not talking about their speed, I'm fine with that. I'm fine with light mech swarms killing me. What I'm not OK with is hitting a Jenner with an LBX-10 and 3 SRM-6 missiles, on the same flank, not once but twice and it's still alive. It's not OK when I hit a a light mech with 4 medium lasers, a flight of SRM-6 and an AC-10 and my partner hits that same mech with similar fire power and the mech is still moving and fighting. Roughly speaking that's about 82 points of damage per volley and it took about 4 volleys to stop it or around 336 points of damage. Assuming the light mech had around 250 points of armor it should have been dead long before the fourth volley.

My group see this time after time. I'm not sure what's happening but light mechs should be this dominant on the battlefield. Devs please look into this. Don't do a nerf, but find out what's happening with the code or client/server communications.

Shoot mechs with weapons that don't scatter (SRM\LRM, LBX) or weapons that spread damage, IE lasers and you will feel different. AC10s, 20s, ERPPC, PPC, and Gauss make shooting lights hilarious.





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