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Enough Is Enough Already! Re-Balance Ecm & Light Mechs Already!


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#41 DegeneratePervert

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Posted 04 April 2013 - 08:25 PM

shoot lights in the legs with your lasers. Problem solved.

#42 Syric Malvayis

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Posted 06 April 2013 - 05:19 AM

I refuse to give up on this issue. Here is another example of light mechs currently DOMINATING the battlefield....WTF?!

We're in a kill'em all match, I'm in a modified armored to the teeth Atlys. I'm deploying 2x large lasers, 2 medium, 2x AC 5 and 2x SRM4. We're winning the match. I've 2-4 med/heavy w/ me. The enemy is down to 4 mechs, and we're moving on their base. As we come in, the 3 PREVIOUSLY damaged light mechs that were fighting at the center are now defending their base. (We had it down to about 25%).

As I move in, we kill off one of the enemy mechs (heavy, already damaged), and guess what happens next? ALL us die to 3 light mechs running around sporatically in circles. Let me repeat this......3 LIGHT MECHS that were ALL DAMAGED took out 4 of us med/heavies. AND IT HAD NOTHING TO DO WITH NOT HITTING THEM EITHER! I fired all I had SEVERAL times at their "soft" zones (legs, head, back) .....now you'd think 2x LARGE lasers + 2 medium LASERS + 2x AC 5s + 2x SRM 4s .....THAT ARE HITTING THE DAMN light mech ....would quickly cripple it (NOT TO MENTION THE OTHER 3 MED/HEAVIES w/ me!).....but no. One by one they did their dancing parade around us ....regardless of the unacceptable amount of damage they took and seemed to absorb ....and killed off all four of us. Mech pilots that were hitting them, damaging them, and should have been crippling them. Oh, and did I mention I even had my BACK to the cliff wall?

It wasn't a matter of not dishing out damage. It's a matter of imbalances in this game that I refuse to accept.

You want my money? Fix the imbalances on light mechs. THEY ARE NOT MEANT TO DOMINATE A BATTLEFIELD! PERIOD!

And, if ya don't want to listen Piranha, well then that's fine too. I can, and WILL, take my money and time elsewhere. Your'e not the only damn mech game around (in case you haven't noticed).

STEAMING MAD....Syric

Edited by Syric Malvayis, 07 April 2013 - 03:47 PM.


#43 ApolloKaras

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Posted 06 April 2013 - 11:45 AM

People argue that Single heat sinks are required, however I believe that ECM is even more important. If I have a choice between all my lights and the 3l - why would I take anything else??!

#44 Eternal Hunter

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Posted 06 April 2013 - 11:48 AM

It's gonna be fun when collisions are in again, poor lights have to learn to drive again.
Not to mention circle strafing into eachother constantly.

Aaah, the fond memories B)

#45 Deathlike

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Posted 06 April 2013 - 11:55 AM

I hate to tell you all this... and I'll repeat what I said in a different thread.

There's no interest in rebalancing ECM, let alone light mechs.

The very apparent goal with doing the entire variants thing is for the assured grind... to the optimal ECM mech of choice.

If you compare all the mechs w/o considering ECM, ECM was given to the best mech variant... generally speaking. There's literally no intention to change that.

That doesn't even begin to comprehend why ECM is the designed this way for the most part. They haven't explained point by point what this is the case. So.. it'll continue as such.

#46 Desdain

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Posted 06 April 2013 - 03:59 PM

I think ECM is fine. The game isn't 1v1. It's about team play. If you can't counter a mech, then look at your team options. NOTE: This game will not be better if balanced for "every man for himself" style PUG play.

#47 Grey Death Storm

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Posted 07 April 2013 - 06:22 AM

Im Sorry guys but I have to agree with what Syric Malvayis is saying I thought the whole purpose of submitting feed back to the developers was fine tune and balance the game Most of the complaints are coming from newbies and light mech players.

Light mechs role is to scout out the area for enemy movement report back to main lance they can take pot shots at enemy in run in/ out tactics . Not to engage the enemy I.e kill assault Mech which is considered life threatening to light Mechs.

These day a light mech can easily take out an Atlas with ease, they have now added an over powering EMC which renders LRM useless against light mechs (even now without EMC light Mech can out run LRM missiles if they keep running which is fare). Now no one in right mind suits their battle mech with LRMs and now put streak Missiles on instead its Assault mechs only deference). Now light mech users are whining about Streak missiles there's a voting system to have them changed.

An Assult mechs worst nighmare these days is light Mechs try hitting a Jenner with laser weapons or worse poor sod who has PPC equipped if he misses a shot he has to weight 2 -3 sec for a recharge the point is you can't hit them, Light mechs can out maneuver Assault Mechs run circles around them they cant use LRMs because of EMC, they now want to change Streak missiles whats next ? this game is more in favor of light mechs these days.

If too many user make this many complaints about weapons setup in the game you are just going to ruin a new game with great potential. This game bring learning battle Tactics, learning about different weapons and what serves you best, and how observe unforeseen events occurring and how to best deal with them

#48 MustrumRidcully

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Posted 07 April 2013 - 08:54 AM

View PostDesdain, on 06 April 2013 - 03:59 PM, said:

I think ECM is fine. The game isn't 1v1. It's about team play. If you can't counter a mech, then look at your team options. NOTE: This game will not be better if balanced for "every man for himself" style PUG play.

The thing is - ECM counters the best tool any team normally has against light mechs - and that is Streak Missiles.

The second best tool against light mechs are other light mechs. But guess what, the Raven 3L is 35 ton light mech - it is the top dog of lights, so your team's counter is at best at even odds against the Raven 3L. And that best case is if your team also has a Raven 3L. THe Jenner won#t do it, because the Raven can use that anti-light measure, Streak SRMs, while the Jenner couldn't. In a Raven 3L duel, either both can use Streaks, or neither can.

And remember, nothing is stopping the enemy from using team work. Being smarter than your enemy is always good advice, but not something you can use for balance.

#49 RoboPatton

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Posted 07 April 2013 - 09:43 AM

Glad to see so many other players agree.

Maybe the fix is as easy as disallowing streaks to be fired from an ECM, and allowing others armed with streaks the ability to lock-on ECM mechs within "X meters".

Edited by RoboPatton, 07 April 2013 - 09:45 AM.


#50 McQuackers

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Posted 07 April 2013 - 09:45 AM

I know the Devs have spoken, but maybe retooling ECM so that it doesn't completely ruin SSRM locks, but rather makes SSRMs have like a 80% chance to miss still. You won't be hitting the light a lot with them, but you'll be doing SOMETHING to him.

#51 Syric Malvayis

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Posted 07 April 2013 - 04:38 PM

My last post was obviously written out of frustration, but also out of passion because I really do love the MechWarrior series. I consider myself to be an "old school" mechwarrior fan, and I can still VIVIDLY recall playing MechWarrior 2 on the PC (ahhh Clan Jade Falcon vs Clan Wolf; such fond memories!) many years ago. Why? It left that deep of an impression with me. Hell, the whole MechWarrior universe for that matter!

In any event...

I'm not asking the DEVS to nerf light mechs beyond any useful purpose. They should provide an important role within a lance, and they should be fun to play! I don't mind their ability to employ ECM as a defense counter-measure against SRMS/LRMS, but I am asking the DEVS to PLEASE RECONSIDER THEIR STANCE ON ITS CURRENT VERSION.

Look, there are numerous ways ECM can be tweaked, and balance it to be more fair and effective in-game. Right now, ECM feels like a, "I win button." Who wants that? How does that promote team work, customized mech builds, and a tactical game that should involve a pilot's skill? I'm confidant that if you review the DATA, you will find that more teams lose if the enemy has ECM vs. a team without it. That might be fair and all good in an organized clan vs. clan battle, since you can argue that they should of prepared better, but in random team allocations and battles, I really don't see how this argument stands up and remains justifiable in any logical conclusions. I mean, honestly PIRANHA/DEVS/COMMUNITY, do we really want one piece of equipment offering up such an unfair advantage that it under-mines the very heart of this tactical, team oriented, and skill based game?

Several suggestions have been offered, like:

- Reduce the radius of effect ECM provides
- Place it on a timer; make it a rechargeable (fires off every 30 seconds for 10 seconds, etc)
- ECM vs. ECM creates a cancel out effect
- ECM does not offer 100% immunity against missiles. Instead, it reduces the % of hitting, and therefore reduces the damage taken by them. For example, a ECM light might only take 20-50% of the LRM/SRM barrage, and the rest is lost to ECM's interferance and inability to get a solid lock.
- Make ALL missiles have an over-ride. Meaning, we can fire them MANUALLY on a VISUAL target that's in our cross-hairs. Honestly, this should already be in game. We're talking about MechWarrior...centuries into the future....surely THAT ability is within a Mech pilot's ability! If you have a target in your VISUAL range, in your cross-hairs, then what's the problem? Manual fire should definitely be an over-ride option a pilot can deploy.
- If a mech can equip ECM, then shouldn't there be technology that counters it?
- ECM should take up critical slots
- ECM could create ADDITIONAL HEAT
- Light mechs could have their weapon deployment and allocation altered. Meaning, no light mech can equip heavy/large weapons. No lrms. No guass. No PPC. Limit them to small/medium build options, like: small lasers, medium lasers, AC 2, SRM 2. Basically, force them into support roles thru limiting the weapon deployments options they can use.
- Offer intelligence/data CBILLS to light mechs for their ability to discover the location of the enemy (increase spot bonuses to them? Bonus CBILLS for keeping a CONTINUOUS lock on the enemies location(s) )

These are just some ideas. I'm sure our community has more....LET'S HEAR THEM GUYS/GIRLS!

Edited by Syric Malvayis, 07 April 2013 - 04:43 PM.


#52 TheFlyingScotsman

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Posted 07 April 2013 - 05:37 PM

Getting killed in a mech that takes substantial effort to pilot, like a 5D, just because the other guy has streaks is a major downer. Every other weapon in the game requires aiming, and even lasers post HSR cannot deal anywhere near full damage to lights, especially when on another fast mech. Streaks are just too powerful due to not having to be aimed, and that quality currently defines light play. There is no light that can outdo an equally skilled (or not equally skilled) 3L.

Edited by TheFlyingScotsman, 07 April 2013 - 05:47 PM.


#53 Syric Malvayis

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Posted 07 April 2013 - 06:48 PM

I'm passionate about my point. So, here's another example:

Spoiler


Spoiler


I'm not discrediting the COMMANDO COM-2D pilot Stan Delone. He played his mech well. But, what's wrong with this picture? He dished out 428 in damage, killed 1, and assisted in 5 other kills. His one kill was against me. I was piloting a customized founder Atlas, with: 2x l. lasers, 2x m. lasers, 2x AC 5, and 2x SRM 4. Also, I have modified armor placement, which gives more armor protection to my BACKSIDE (since it's known most will try to hit an ATLAS on its flanks/back).

I didn't fall for the circle game, and did what most pilots do when facing a light vs. heavy, I started backing up, firing when in visual, turning, changing direction , firing when in view, etc etc. I WAS HITTING him w/ lasers, and according to my visuals my AC5s and SRM 4s hit him too. Yet, he seemed capable of surviving this sort of damage: why? How is it acceptable that my 100 ton mech was picked off by this 25 ton light that's barely armed? Naturally, he mainly kept firing STREAK SRM 2s into my backside. But, what infuriates me the most is that I even compensated for lag, firing just ahead of him so the weapons I fired wouldn't get LAGGED behind & miss him. Ultimately, I was dead within a minute or so, and he was off causing more damage elsewhere.

I know I'm not the best pilot, but I'm not the worse. I know the strengths and weaknesses of the ATLAS, and given the circumstances of the fight I should have out damaged him and out armored him given the amount of hits we exchanged. And yet, not only did he pick me off (I had 2 mechs supporting me btw), but he proceeded to dance off and help pick off my team mates nearby as 2 of his teammates joined him (one med/one heavy).

What I'm seeing is this:

- Light Mechs ABSORB a lot of damage they shouldn't be capable of withstanding (a lasers+missles+ballistics shot should quickly NEUTRALIZE them)
- Light Mechs dish out more damage than their weight/heat ratios should permit/allow. I'm not seeing lights over-heat very often for the fire-power their packing, and it should be re-reviewed.

I hope this data helps point out critical issues with the current "balance" of the game. DEVS...are you listening yet?

Community, please help back up this arguement! If you have examples, please add them to this thread!! They're not going to listen if it's just coming from me! If it's just me squawking then it's just gonna look like I'm biasly opinionated.

Edited by Syric Malvayis, 07 April 2013 - 06:54 PM.


#54 Mypa333

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Posted 08 April 2013 - 02:59 AM

View PostSyric Malvayis, on 07 April 2013 - 06:48 PM, said:

I'm passionate about my point. So, here's another example:

Spoiler


Spoiler


I'm not discrediting the COMMANDO COM-2D pilot Stan Delone. He played his mech well. But, what's wrong with this picture? He dished out 428 in damage, killed 1, and assisted in 5 other kills. His one kill was against me. I was piloting a customized founder Atlas, with: 2x l. lasers, 2x m. lasers, 2x AC 5, and 2x SRM 4. Also, I have modified armor placement, which gives more armor protection to my BACKSIDE (since it's known most will try to hit an ATLAS on its flanks/back).

I didn't fall for the circle game, and did what most pilots do when facing a light vs. heavy, I started backing up, firing when in visual, turning, changing direction , firing when in view, etc etc. I WAS HITTING him w/ lasers, and according to my visuals my AC5s and SRM 4s hit him too. Yet, he seemed capable of surviving this sort of damage: why? How is it acceptable that my 100 ton mech was picked off by this 25 ton light that's barely armed? Naturally, he mainly kept firing STREAK SRM 2s into my backside. But, what infuriates me the most is that I even compensated for lag, firing just ahead of him so the weapons I fired wouldn't get LAGGED behind & miss him. Ultimately, I was dead within a minute or so, and he was off causing more damage elsewhere.

I know I'm not the best pilot, but I'm not the worse. I know the strengths and weaknesses of the ATLAS, and given the circumstances of the fight I should have out damaged him and out armored him given the amount of hits we exchanged. And yet, not only did he pick me off (I had 2 mechs supporting me btw), but he proceeded to dance off and help pick off my team mates nearby as 2 of his teammates joined him (one med/one heavy).

What I'm seeing is this:

- Light Mechs ABSORB a lot of damage they shouldn't be capable of withstanding (a lasers+missles+ballistics shot should quickly NEUTRALIZE them)
- Light Mechs dish out more damage than their weight/heat ratios should permit/allow. I'm not seeing lights over-heat very often for the fire-power their packing, and it should be re-reviewed.

I hope this data helps point out critical issues with the current "balance" of the game. DEVS...are you listening yet?

Community, please help back up this arguement! If you have examples, please add them to this thread!! They're not going to listen if it's just coming from me! If it's just me squawking then it's just gonna look like I'm biasly opinionated.


In my opinion, the streaks are the biggest problem. Not the ECM, although that's another story with ups and downs.

The streaks ruin the game for all of us. Search for Polls about Streaks and you'll see that the "Community" voted that they are fine the way they are. How is that possible?

#55 Karl Streiger

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Posted 08 April 2013 - 05:19 AM

View PostMypa333, on 08 April 2013 - 02:59 AM, said:

The streaks ruin the game for all of us. Search for Polls about Streaks and you'll see that the "Community" voted that they are fine the way they are. How is that possible?


Well - those that say SSRM are fine must be those that use them never :P
That is the problems with polls and balancing...

SSRM should be balanced to make them "cross" weapons between LRM and SRM...you can aid them with a lock on...but to fire them the crosshair have to be directly over the targeted Mech.

#56 MasterErrant

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Posted 08 April 2013 - 09:10 AM

they have nerfed ECM a bit...it seems ok now and they made lights a little easire to hit...they still currently (effectively) have about twice their actual armor because of the scale errors and the prevelence of ube speed lights. I beleive knockdown and applying the proper movement limitations would just about fix the disparity. and by that I mean the probablity of falling and damageing your mech while making tight turns at high speed notable on pavement or otherr poor footing. also no mech without actual useable arms should be able to climd steep slopes. (>L2 height increase/30 meters or anythng greater that a 1 in four slope.)

#57 MasterErrant

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Posted 08 April 2013 - 09:19 AM

View PostKarl Streiger, on 08 April 2013 - 05:19 AM, said:



Well - those that say SSRM are fine must be those that use them never :)
That is the problems with polls and balancing...

SSRM should be balanced to make them "cross" weapons between LRM and SRM...you can aid them with a lock on...but to fire them the crosshair have to be directly over the targeted Mech.


Sorry but I have to disagree. I'm not fond of mayn of the changes to the game from TT. many of then are flatly stupid. but streaks as they are in TT would be useless here. in TT it really just an ammo saving feature. 2 streak 2s do about the same damage as an srm six with slightly jhigher heat. and you can carry less ammo. currently they are the only really effective weapon against superfast lights, the rel fix is for light mech to be played like light mechs no mini assaults. support you heavies use teamwork sneak attacks and guile. I do it it works and while I don't score as many kills I help my team win as often as not.

Edited by MasterErrant, 08 April 2013 - 09:20 AM.


#58 Karl Streiger

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Posted 08 April 2013 - 10:34 PM

View PostMasterErrant, on 08 April 2013 - 09:19 AM, said:

currently they are the only really effective weapon against superfast lights,

The SSRM are a double-edged-sword. On on hand they are the most effective of every mech vs lights...on the other hand they are the most effective weapons of super fast lights.

If you make them harder to use...for lights I'm pretty sure they will become useless for heavy or assault mechs. I knew that i want at least to have the crosshair of the torso on the enemy mech before shooting means an Atlas will have a hard time to get a lock on a light mech.

However i'm still thinking that SSRM should become far more difficult to get a lock on. Actual a Raven can circle arround you and just keep the arm dot crosshair on you...to fire its SSRM from the torso in a 90° degree turn.

When getting a lock on time is more difficult - maybe its time to redesign the REAL ScoutKiller Weapons.
That are pulse lasers... look i ran a Dragon Flame - Anvil config with 2 Large Pulse and 2 Medium Pulse Lasers.
I could ran it without heat problems or with some heat issues but at this time its fast.... do you think i was able to have any chance vs a Raven 3L? (Ok it was before rewind state)

Maybe all comes to check when charging is allowed...a Raven is in this case not longer able to circle with low skill around a bigger target and score a kill.

#59 trrprrprr

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Posted 09 April 2013 - 01:47 AM

Wont read all comments, but i have a comment too about lights to be most unbalanced/easy mode mechs. dont know about meds as ive never played one, but when you compare heavy and assault mechs vs lights: Heavys and assaults HAVE to sacrifice armor and speed for a good point to be able to put some extra damage in while light can have 150km/h speed and have 5x medium lasers, can carry ac/ppc guns and yet, its pretty hard to kill even with direct laser hits as like 80% of laser they just run past. plus, they have 100-200armor that its way too much for a damn speeding weapon base.


I suggest to leave only one two weapon slots for any light that can get to 150km/h speed, plus, highest weapon they could put in is medium lasers. Theres no balance in this. And after playing 5 games in a row agains 3-4 jenners with 5 meds on board.... thats plain stupid.


Yes, i play atm lrm boat, yes, i have 4x medium lasers, but its not enough to kill light whos dancing around you. And im sure, im not the only one who seen how one damn light can run around in circles killing one mech, while he gets melted by few more, so he takes damage abit and just runs away. raven/jenner doing 700-800damage in battle is plain stupid.

If you dont plan on nerfing those OP noobmechs, boost heavy and assault speed and agility by atleast 25%.



As i understand lights should be a scout class, with tags and emc, but not with tags/emc and way too powerful weapon arsenal while surfing map in 120-150km/h speed.



PS: I dont mid emcs as i have a tag, kinda needs to get used to pressing much keys in one go while trying to backpedal from enemy, but TAG breaks emc as long as you have target in line of sight and tag pointed to enemy all the time.

#60 gottill

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Posted 09 April 2013 - 02:14 AM

instead of using srm on my atlas dc is use streaks. i would never say its a brawler. its a support. i support my team against these "op-fleas" and it works fine for me. its my mech with the highest kd-ratio. thanks to the op lights.

it is a team game. but in all the threads about unfair game balaneces nearly everybody is talking about strange 1on1-situtations (without any usage of cover). so guys. i belive its good, that mwo insnt balanced for lonsome wolfes that like to ran strait into each other...
if u know were ure weaknesses are, plz think about a change of ure tactics before crying for a change in the gamemechanics.





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