Jump to content

Lets Save The Lights...


73 replies to this topic

#1 ShadowDarter

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 442 posts
  • LocationSydney city Mechbay

Posted 05 April 2013 - 04:54 AM

this is not a knock on the Devs but as of late even on the larger maps, the game play feels way to tight, and no real incentives for the faster lighter mechs,

in over words

Light mech boredom,

For those that know me im a heavy pilot by preference until a the hot rod that the Fle-?? will represent but as of late i have noticed that my usual bane the lights are slowly dieing out in the games i am in. (this could also be my pretty pitiful ELO.)

I am asking everyone that's reading this for ideas to make Light mechs to be viable. this is not to change hard-points but game-play and rewards system.

#2 Roughneck45

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Handsome Devil
  • The Handsome Devil
  • 4,452 posts
  • LocationOutreach

Posted 05 April 2013 - 04:58 AM

Light mechs are viable.

I still see plenty of them, just not half the team like it used to be with full lagshield.

Edited by Roughneck45, 05 April 2013 - 04:59 AM.


#3 N0ni

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 2,357 posts
  • LocationIn a GTR Simulator Cockpit

Posted 05 April 2013 - 04:59 AM

View PostRoughneck45, on 05 April 2013 - 04:58 AM, said:

Light mechs are viable.

^This. If Death's Knell is viable (which it is), all Lights are.

#4 Waking One

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 427 posts

Posted 05 April 2013 - 05:00 AM

Light mechs are amazing and annoying as hell. I support more things that screw with them.

#5 Zylo

    Member

  • PipPipPipPipPipPipPipPip
  • 1,782 posts
  • Locationunknown, possibly drunk

Posted 05 April 2013 - 05:03 AM

View PostShadowDarter, on 05 April 2013 - 04:54 AM, said:

this is not a knock on the Devs but as of late even on the larger maps, the game play feels way to tight, and no real incentives for the faster lighter mechs,

in over words

Light mech boredom,

For those that know me im a heavy pilot by preference until a the hot rod that the Fle-?? will represent but as of late i have noticed that my usual bane the lights are slowly dieing out in the games i am in. (this could also be my pretty pitiful ELO.)

I am asking everyone that's reading this for ideas to make Light mechs to be viable. this is not to change hard-points but game-play and rewards system.

It could be the time you play or like you said maybe it's your Elo rating.

I play late night pacific time and I still see plenty of lights. Normally I'm in a Raven 3L but not always.

#6 Moromillas

    Member

  • PipPipPipPipPipPipPip
  • 943 posts
  • LocationSecret **** moon base

Posted 05 April 2013 - 05:08 AM

Ok, what are we saving them from?

#7 Violent Tendencies

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 102 posts

Posted 05 April 2013 - 05:10 AM

OP is on the crack pipe. There are still plenty of lights out there doing their thing...being annoying, capping at beginning of match, running off with the protective ECM...

#8 MeiSooHaityu

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 10,912 posts
  • LocationMI

Posted 05 April 2013 - 05:47 AM

Yea, I can't agre with the OP here on this one. There is a lot of incentives to play light mechs. Although the scouting for LRMs thing has died down, they make for great base cappers (often splitting up enemy forces to try and save their base). Plus, two lights working together are wickedly effective against ANY mech.

If anything, I am waiting for knock-down to be re-introduced. Then I think lights will be where they need to be.

#9 Roadbeer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 8,160 posts
  • LocationWazan, Zion Cluster

Posted 05 April 2013 - 05:49 AM

Weird that I find this thread in the same forum that has 50 posts QQing about RVN-3L proclivity.

#10 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 05 April 2013 - 06:40 AM

Light mechs ARE viable.

In their intended role ofbsciut, and harraser. What they aren't anymore is the untouchable king of the hill, able to run into a pack of Assault Mechs at will. 1 v 1, a light mech teeing off against a Heavy or Assault, should lose, about 8 out of 10 times. The only times Lights should be a true threat to the big boys, is in packs. Or when TAGing them for support fire. The past 6 plus months of Lights obsoleting virtually everything is over.

if the game boils down to two largely undamaged mechs, an Atlas a Commando, the only way that Commando should win is by fulfilling its role and leading the slow mech on a nice chase, then doubling back and capping.

The reason you have seen Lights dip in use is they are no longer easy mode under awesome kill them all mechs. This is a GOOD thing.

#11 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 05 April 2013 - 06:58 AM

Lights are viable; I love my Commandos. I'm trying really hard to love my Spiders, but they're hard to love. But that's not the problem, the problem is that the game doesn't reward you for playing a light 'mech in any other role than Striker.

Scouting, relaying targets and target info, TAGging/NARCing, capping, pinging the base to draw off enemies from the main furball, etc. None of these things bring in more than a pittance in XP/CB. None of the traditional Scout activities give more than a handful of XP/CB.

On the other side of things, any damage you do rewards you with XP/CB, any kills or assists you do reward you not once but twice if you're just slightly lucky (Saviour/Defensive kills/assists). And with far bigger numbers, too (25 XP for a spotting assist vs 150 for a Saviour assist?).

It's clear that the in-game reward structure is meant to reward doing damage and killing primarily; it's pretty obvious when the match ranking is 98% damage done.

If the game rewarded other activities a bit more, lights would be not only fun to play, but rewarding in XP/CB as well. As it stands, though, just load up on as many weapons you can and try to deal the most damage possible and perhaps get some kills.

Edited by stjobe, 05 April 2013 - 07:00 AM.


#12 Zen Hachetaki

    Member

  • PipPipPipPipPip
  • The Ominous
  • The Ominous
  • 124 posts
  • LocationAlberta

Posted 05 April 2013 - 07:09 AM

I think the XP system is limited by coding ability. As mentioned above - I can tie up/distract high priority targets - 2 to 3 at a time to allow for my team mates to gang up on other targets then come to mine who are going nuts. I do not hit much - I focus on being hard to hit but not just running away (in order to keep their attention), this *should* be extremely valuable in a match but is not shown in any meaningful way. Especially since folks are not bringing LRMs to the party much so spotting assists do not happen too often.

All this being said how "could" they measure/rewards this beyond that our team won? I don't know that answer but ti would be cool if somehow they could deduce how often you were fired upon and how often you made someone miss/waste ammo/overheat/bang their keyboard in frustration and show it as a stat. Bob and weave; never be predictable; never go below 130 kph - the code of the Jenner/Spider pilot.

Addendum - Always hit "R"

#13 Ph30nix

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,444 posts

Posted 05 April 2013 - 07:18 AM

ya know what i dread in game more then anything else? a light wolf pack, even one light and i get aggrivated depending what my weapon loadout is and what my current mechs turn/torso twist speed is.

vs 2-3 lights and i just want to cry (if they get me alone or before i can at least get a few shots off before they close the distance)

in my lights i usualy have a field day.

#14 Tennex

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 6,619 posts

Posted 05 April 2013 - 07:20 AM

been playing the 3L a lot. i think my elo on light mechs is a bit higher now and i'm seeing a lot more games with light mechs and medium mechs no assualt mechs. instead of all assault all heavy games.

#15 StalaggtIKE

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 2,304 posts
  • LocationGeorgia, USA

Posted 05 April 2013 - 07:22 AM

I would say the greatest threat to light mechs is a light mech, namely the RVN-3L. Beyond that they are quite viable. However, in competitive play RVN-3L and Jenner is pretty much the only way to go.

#16 Gaan Cathal

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,108 posts

Posted 05 April 2013 - 07:23 AM

View PostShadowDarter, on 05 April 2013 - 04:54 AM, said:

this is not a knock on the Devs but as of late even on the larger maps, the game play feels way to tight, and no real incentives for the faster lighter mechs,

in over words

Light mech boredom,

For those that know me im a heavy pilot by preference until a the hot rod that the Fle-?? will represent but as of late i have noticed that my usual bane the lights are slowly dieing out in the games i am in. (this could also be my pretty pitiful ELO.)

I am asking everyone that's reading this for ideas to make Light mechs to be viable. this is not to change hard-points but game-play and rewards system.



A lot of light pilots were over-reliant on the lagshield and hit detection issues. With lagshield gone and HSR in place for lasers (and coming soon for ballistics) a large number have defected to the new "easiest classes" rather than learning. I think generally the heavier end of the Heavy and Assault lineups are where they've gone.

What actually needs to happen to lights is some tweakings of engine limits (and ideal armour total determination changing, but that's unlikely) and some weapon tweaks (MGs, maybe SLAS, definitely SPLAS) to give us a broader range of 'tier 1' mechs in the class, rather than one spider, one raven and two jenners (sorry commandos, really I am). More granular weight matching would help the spider and commando, but the -2X and -4X ravens would still need something to make them something other than a slow, undergunned Jenner.

#17 Terror Teddy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,877 posts
  • LocationSweden

Posted 05 April 2013 - 07:23 AM

Lights are viable...BUT some improvements are needed to make ALL chassis more of a viabl choice.

1. Fix speed lag/netcode
2. Remove engine speed restriction
3. Fix MG's and Flamers to be a VIABLE weapon choice compared to SL and ML because they need to be a via l choise.

#18 Viper69

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,204 posts

Posted 05 April 2013 - 07:29 AM

As others have said. You probably are seeing less bad ones. Only the really good light pilots are still running around as it should be. A good light pilot is the eyes of his team and or a rear guard skirmisher/hitting the long range mechs. Before with the lag shield bad players didnt have to be good to succeed and with the soon to be state rewind for ballistics the difficulty is going to ramp up another notch.

Speed an maneuverability can be more deadly than an AC20 to the head.

#19 Zen Hachetaki

    Member

  • PipPipPipPipPip
  • The Ominous
  • The Ominous
  • 124 posts
  • LocationAlberta

Posted 05 April 2013 - 07:31 AM

In addition for the Davion mech would definitely not be the Jenner which is more of a Kurita mech (although yes Davion uses many as well). The Wolfhound is more Davion - in game currently would the Jager not be a typical FedRat mech?

#20 NRP

    Member

  • PipPipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 3,949 posts
  • LocationCalifornia

Posted 05 April 2013 - 07:32 AM

Lights are totally viable. They are especially useful/annoying on the larger maps. They're a bit easier to hit these days (which is nice), but they are still dangerous. In fact, I'm seeing a lot more Jenners lately and these god#amn things are as dangerous as Ravens, if not more so.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users