Mr Andersson, on 08 May 2013 - 05:40 AM, said:
Does lights need another nerf? Yes, they do.
Because the weight class that makes up approximately 10% or less of the game's population definitely is overpowered.
Mr Andersson, on 08 May 2013 - 05:40 AM, said:
The fact that a light can single-handedly bring down a heavy is just ridiculous. Lights are supposed to be used for scouting, spotting, distraction and such.
Not every light in Battletech is a scout. In fact a huge portion of them are built for direct combat, such as the Adder, Cougar, Mandrill, Hollander, Urbanmech, Jenner, Commando, Spider, and Panther (and many more that I can't remember right now). Yup, that's right, I said that Spiders weren't scouts in TT. They were speed demons with insane maneuverability that could be a PITA to hit and were most often used to exploit rear armor. Commandos and Jenners were both designed, at least in most variants, to carry a good firepower load for their size. The only light in-game you can make a case for being a scout is the 3L (the 2X and 4X were made for combat).
Also, scouting is practically impossible without ECM, thus rendering Jenners and most Commando + Spider + Raven variants unable to scout. If you lack ECM, then the enemy can detect you while you're poking your neck out to see them. This is even worse because most people carry Advanced Sensor Range, and will be even worse yet when the BAP buff comes and people install it on
everything. If you can't stick your head out to look at the enemy, you can't be a spotter because your head will get
cut off if you try it. To answer a point I'm predicting you to make in response to this, people turn around a lot more often than you might think. Even if they don't see your mech's model, they will still see your red triangle and alert everyone about your sneaky intentions and also throw PPCs, Gauss, and Large Lazors your way. That's all it takes to ruin a non-ECM light pretending to be a scout.
And, even worse, scouting barely rewards the player if at all (in terms of C-Bills and XP). We're mercenaries, we don't fight for charity. To get paid, you have to kill. Don't be surprised that you see lights trying to make a living. Since most battles are trench-warfare in terms of flow, this also means that you almost always know where the enemy will be regardless of whether or not you have a scout. I don't need a 35-metric-ton walking pair of binoculars to tell me that the enemy is behind the ridge for the HUNDREDTH FREAKING TIME this month.
Where exactly have you gotten this "supposed to" thing from, anyways?
Furthermore, the whole idea of bigger = better simply will not work with MWO's mechanics. We lack BV, finite C-Bills, tonnage limits, RnR, no fixed number of pilots, and other factors that gave non-Atlai a purpose. For instance, a stock Atlas had a BV 2.0 value of 1,897. A stock Commando had a BV 2.0 of 541. That means you could take 3.5 Commandos in TT for every enemy Atlas. That was sort of like how in Starcraft, a Protoss Zealot would easily murder a Zergling in a 1 on 1, but Zerglings were fast and cheap to build so you could outnumber the Zealots. Thus, there was some tactical choice involved instead of insta-winning.
You can't do that in MWO. We probably never will be able to do anything like that. What anti-light people are suggesting would play out like 8 Zealots against 8 Zerglings.
Edited by FupDup, 09 May 2013 - 07:10 PM.