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Lights, It Takes More Than An Assault Alpha Strike To Drop Them.


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#1 Randalf Yorgen

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Posted 11 April 2013 - 08:35 AM

As someone who does pilot light mechs and have since the third round of closed beta invites (pre founders) I feel that PGI/the Devs have really dropped the ball. Lights are not supposed to be able to take a shitkicking and keep going. PGI you promoted "ROLL WARFARE" heavily over the last year but here we have lights that can overheat, shut down, absorb an Alpha from a Stalker or Atlas, power back up and run away. My Ping is usually around 40 so I know it's not Lag Shield that is doing this and as I have eaten an Alpha in my Jenner and come away orange all over I have taken the full hit. When you doubled the armour value but didn't double the damage output of the weapons hitting that armour you created a huge imbalance within the game and you have been wrestling with it ever since. A light with ECM does nothing more than add to the already far out of balance game that you already have. MAtch Maker loves putting teams out where one side has 1 medium and the rest are heavies and assaults and the other team has 4-5 lights (Ciccada included). The imbalance in both mechs and match maker needs to be addressed NOW, now "DOWN THE ROAD" Please guys, you're shoving 3rd person and toying with making private matches "Pay to Play" but you haven't fixed the important stuff yet. Make a list, assess your priorities (playing (paying) fan base should be right at the top of that list and not how to generate more revenue) and as Mike Hilmes says, Fix it Right. Something to add weight to my argument here, EA-BIOWARE stopped listening to their testers a few months before they launched SWtoR, look where they are now.

#2 Fooooo

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Posted 11 April 2013 - 09:05 AM

OP Formatting is your friend. Or at least, using the paragraph or new line tags if you have scripts etc disabled



Heh, I popped a commando on forest the other day with 1 alpha.

He was running on a slight angle and a heading that would take him just past my left side. I pre-emtively aimed at a point he was going to cross, then alphad and popped him right there. :rolleyes:

Usually this doesn't happen as there is no HSR on ballistics etc yet, so usually I end up missing most of the alpha on them, however sometimes I guess the spot just right, and yea.....they go pop!

Just like the baby prawns from District 9 ;)

Edited by Fooooo, 11 April 2013 - 09:09 AM.


#3 Stormeris

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Posted 11 April 2013 - 09:18 AM

I had alpha insta-killed Lights in my Dragon. Of course it was into the rear armor.

#4 FrostCollar

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Posted 11 April 2013 - 09:33 AM

Why would you want all lights to be dropped in a single alpha? Why take lights at all then? HexaPPC Stalkers are scary enough to lights if they are good at leading their shots. Anyways, all mechs got increased armor, not just lights. Just as lights can take more punishment assaults can too.

I'm a tester just as much as you are, and I think adding more instant kills would be contrary to the goal of making firefights last longer and therefore be more interesting. Anyways, what does EA have to do with anything?

#5 Corvus Antaka

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Posted 11 April 2013 - 09:36 AM

if they have XL engines and you hit the side torso you can if yur alpha is big enough.

it does kind of suck, but in the interests of feeling powerful in a 10 ton + warmachine it is an unfortunate necessity of game design for this game to work well imho.

#6 ICEFANG13

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Posted 11 April 2013 - 09:37 AM

Assaults can actually take more punishment in comparison, as they doubled all armor and they have the highest of all. You could be thankful that good lights that come from the shadows, fire 30 points into your back, and leave, can't really core you in 3 seconds.

There is some hitbox issues for sure, and I wanted them fixed just as badly, trust me, being a non-SSRM light makes it a lot harder to kill the guy who takes no damage, but you can't try to introduce something like this until everything is working well.

You could introduce the ENTER key though.

#7 Daggett

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Posted 11 April 2013 - 09:49 AM

I have made different experiences.

When a light mech is stationary or jumps right in front of me, an alpha strike from my assault does quite as much damage as i would expect (And will often kill or cripple the light).

However when they are moving fast, i still experience some sort of lag-shield. For instance, a full hitting 45pts Large Laser Alpha rarely strips the armor of a light mech's legs as it should do. Very often the leg's armor is only bright-yellow instead of (dark)orange or stripped.

The doubled armor has nothing to do with that problem. Mathematically even a fully armored light mech dies to an average well-placed assault alpha strike which is totally ok. When the mech does not die, this has more to do with a bug than with their amount of armor. :rolleyes:

Oh, and please use paragraphs. It's a pain to read those walls of text...

Edited by Daggett, 11 April 2013 - 09:50 AM.


#8 Randalf Yorgen

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Posted 11 April 2013 - 03:14 PM

You respond with the punctuation police? that's cold. Ok you don't want to change the lights, so be it. I shall now level the Raven and Spider and leave you all in tears as I don't fade into the shadows, use every cheese build there is and survive constant barrages of fire to leave Atlasas, Awesomes and Stalkers in burning heaps. So much for the old TT where lights actually had to fear being hit with one or two LL because it meant that their IS was taking damage. Not saying I want a TT clone but the same sort of balance would be nice.

Does this help? I hit the enter key... Twice

Edited by Randalf Yorgen, 11 April 2013 - 03:15 PM.


#9 ICEFANG13

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Posted 11 April 2013 - 03:17 PM

I clicked the Enter key.

I like how lights are good in this game, and so are all weight classes (mediums need some love I suppose). There is nothing unbalanced from the game we can see for now, you will have to wait until the game is stable in a hit and damage perspective.

#10 ohtochooseaname

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Posted 11 April 2013 - 03:29 PM

I enjoy "tanking" in my Jenner. The key is not getting Alpha'd at all. I swear, the role of the light in this game is the tank: they distract from the flank, and take an inordinate amount of fire to take down while the rest of the team defeats in detail. It's the "squirrel" effect (Think "Up" the movie). That is the light role in MWO...well, that and scout, but that's the ECM light role.

Edited by ohtochooseaname, 11 April 2013 - 03:30 PM.


#11 Daggett

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Posted 11 April 2013 - 03:52 PM

View PostRandalf Yorgen, on 11 April 2013 - 03:14 PM, said:

You respond with the punctuation police? that's cold.



Seriously, that's not cold.

If you for instance would use bad grammar/spelling i would have no problem with that, because there are many people out there with dyslexia. Therefore the grammar police would be cold in this case.

But i know of no handicap that prevents people from using paragraphs. If you know one please give me a proper link and i will stop throwing the punctuation hammer. :)

Otherwise it is in your own interest to write any text as readable as possible if you want to get heard and taken seriously.


View PostRandalf Yorgen, on 11 April 2013 - 03:14 PM, said:

Ok you don't want to change the lights, so be it. I shall now level the Raven and Spider and leave you all in tears as I don't fade into the shadows, use every cheese build there is and survive constant barrages of fire to leave Atlasas, Awesomes and Stalkers in burning heaps. So much for the old TT where lights actually had to fear being hit with one or two LL because it meant that their IS was taking damage. Not saying I want a TT clone but the same sort of balance would be nice.


You can totally do so. The raven is only broken because of ECM, but not because it can't be hit/damaged. When you go for their legs they fall very fast, especially when you do that with lasers.

If lights would lead the scoreboard in almost every match, i would probably agree that they are too strong.
But in my experience, they don't do and it takes quite a good pilot to consistently score best with a light, especially with spiders and commandos.

And of cause they are supposed to take some hits, otherwise their influence in battle would tend to zero if any lucky PPC hit could kill/cripple them immediately.

#12 Deathlike

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Posted 11 April 2013 - 04:44 PM

View Postohtochooseaname, on 11 April 2013 - 03:29 PM, said:

I enjoy "tanking" in my Jenner. The key is not getting Alpha'd at all. I swear, the role of the light in this game is the tank: they distract from the flank, and take an inordinate amount of fire to take down while the rest of the team defeats in detail. It's the "squirrel" effect (Think "Up" the movie). That is the light role in MWO...well, that and scout, but that's the ECM light role.


Squirrel Squirrel!

#13 SweetWarmIce

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Posted 11 April 2013 - 09:20 PM

Just one alpha from one mech sent you into orange all over. You are now left wide open for another mech to hunt you down. Also wait until HSR is fully implemented, lights and Cicadas won't be as durable then.





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