No Lights = More Fun
#41
Posted 10 April 2013 - 02:12 PM
#42
Posted 10 April 2013 - 02:14 PM
Only extremes, no shades of grey.
Yes, 3 to 4 lights hunting as packs not capping / scouting is a pain. But getting rid of them alltogehter? C'mon!
#43
Posted 10 April 2013 - 02:15 PM
#44
Posted 10 April 2013 - 02:17 PM
Edited by DaPwnageMachine, 10 April 2013 - 02:17 PM.
#45
Posted 10 April 2013 - 02:21 PM
Quote
Well, i was talking about the lights, not the Raven.
But it's true: If the Spider, the Jenner and the Raven did have the same restrictions than the Cicada, ALL issues would be solved.
#46
Posted 10 April 2013 - 02:24 PM
#47
Posted 10 April 2013 - 02:27 PM
And very prone to backfiring horribly. Especially with the lighter machines, all it takes is one or two lucky (or good) shots, and suddenly you are a slow moving target with tissue paper for armor.
#48
Posted 10 April 2013 - 02:34 PM
Don't change the speed of the lights, but restrict the number of weapons they can have - as it was done at the Cicada.
#49
Posted 10 April 2013 - 03:15 PM
I thoroughly enjoy playing my founder's JR7-D (even when I'm being chased by 2-3 ECM lights), and when I get caught in a bad situation, I usually have enough speed to get out again. If a light mech could insta-kill anything, then the sprint-knifing COD analogy might be applicable, but they can't ... I like that speed provides survivability, and I am looking forward to getting collisions back in the game, where it takes speed and skill to survive.
For the guys in the Assaults, and Heavys, which would you rather be targeting, another heavy or assault that shoots at me tem times and hits maybe twice, or one that is shooting at you ten times, and hits six or seven times? Am I happy and proud when I get a kill in my Jenner? Sure, but I know I'm doing my job when someone else takes him out from behind while he's trying to shoot me.
#50
Posted 10 April 2013 - 03:28 PM
Quote
Right, but the role of the lights is not to be a gun boat. Fact
#51
Posted 10 April 2013 - 03:32 PM
light mechs will be more reluctant to cluster f**k
Edited by Tennex, 10 April 2013 - 03:32 PM.
#52
Posted 10 April 2013 - 03:34 PM
Taron, on 10 April 2013 - 03:28 PM, said:
Sarna.net said:
Famous light scout 'Mechs include the Locust, Stinger, and Wasp, while the Commando, Jenner, and Panther are powerful combat units for their size. Clan technology provides their designs such as the Adder (Puma) with firepower equaling Inner Sphere 'Mechs twice their size.
Notable specialized light designs include the Ostscout Recon 'Mech with its advanced sensor gear, the Raven ECM 'Mech, and the Firestarter Incendiary 'Mech.
Edited by FupDup, 10 April 2013 - 03:37 PM.
#53
Posted 10 April 2013 - 03:37 PM
Taron, on 10 April 2013 - 12:28 PM, said:
Those matches between Heavies/Assaults are a lot of fun, even mediums are fun. But those lights? They are just a pain in the neck of the game.
Let me correct your quote:
If we do our job right we should be a "pain in the back", not neck.
Cheers from a Jenner player!
Eboli
#54
Posted 10 April 2013 - 04:39 PM
Quote
Well, Jenners are no problem for my Cicada. Last match, i killed two of them.
But read, what FupDup quoted ...
Edited by Taron, 10 April 2013 - 04:40 PM.
#55
Posted 10 April 2013 - 04:50 PM
#56
Posted 10 April 2013 - 05:26 PM
#57
Posted 10 April 2013 - 05:29 PM
FupDup, on 10 April 2013 - 03:34 PM, said:
Famous light scout 'Mechs include the Locust, Stinger, and Wasp, while the Commando, Jenner, and Panther are powerful combat units for their size. Clan technology provides their designs such as the Adder (Puma) with firepower equaling Inner Sphere 'Mechs twice their size.
Notable specialized light designs include the Ostscout Recon 'Mech with its advanced sensor gear, the Raven ECM 'Mech, and the Firestarter Incendiary 'Mech.
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Invalid since the heavily armed lights where not nearly as fast as the ones in the game on average. If the named combat lights where restricted in speed way closer to their original design they can carry as many guns as they like. 100KPH+ should not.
Taron, on 10 April 2013 - 02:34 PM, said:
Don't change the speed of the lights, but restrict the number of weapons they can have - as it was done at the Cicada.
The general idea is right. Piloting fast lights is fun - being cored by one that brings 30+ alphastrikes while moving 130+KPH in a heavier mech is not.
Since this would cause problems with a lot of existing mechmodels i´d suggest to forbid XL engines(or at least resrikt their size to match the original speed) for lights instead - this would make light pilots have to decide if they want a heavy loadout+slow(er) movement or high speed + a peashooter.
Edited by Nebelfeuer, 10 April 2013 - 05:37 PM.
#58
Posted 10 April 2013 - 05:30 PM
Quote
Same here - and i can't await to read all that "Oh NO"-Postings about that.
Edited by Taron, 10 April 2013 - 05:31 PM.
#59
Posted 10 April 2013 - 05:42 PM
#60
Posted 10 April 2013 - 05:53 PM
Taron, on 10 April 2013 - 05:30 PM, said:
I have no issues with knockdowns as long as it can be fairly applied across all mech weights. I was around in Closed Beta so know the consequences of not watching where you are going or light mech tackling tactics (didn't like but it was part of the game).
Being an optimist I would like to think (hope) that there would not be too much QQ about collisions but fear the result of the forums outrage when it does come back in.
We would probably see less lights about but those lights you do see will be ones to fear as they will mainly be very capable pilots.
Cheers and glad to see everyone on this particular topic putting forward rational and objective posts. Wish most topics were like this!
Eboli.
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