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Everything Above Light Mechs Are Too Slow


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#21 Keifomofutu

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Posted 06 May 2013 - 03:28 PM

View PostLyoto Machida, on 06 May 2013 - 03:15 PM, said:



I've always wondered why the Atlas was penalized...I'm guessing it was due to game balance (like the lights being scaled too small). Atlas should be 54kph but its 48.6kph in game (w/o speed tweak).

He isn't penalized BT rounded up because his movement speed was caught on half a movement point.

#22 Asmudius Heng

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Posted 06 May 2013 - 04:21 PM

Lights are too small. Once they are scaled to something close to a similar volume as their tonnage suggests you will see that thier size is one of the main aspects of them being able to doge more incoming shots than mediums.

However, then people will cry that lights are underpowered.

Well yes - they are not support to be able to stand up to assault mechs. Tonnage matters and lights have been given a size advantage to offset that somewhat where mediums have not.

#23 Karazyr

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Posted 06 May 2013 - 06:24 PM

View PostAsmudius Heng, on 06 May 2013 - 04:21 PM, said:

Lights are too small. Once they are scaled to something close to a similar volume as their tonnage suggests you will see that thier size is one of the main aspects of them being able to doge more incoming shots than mediums.

However, then people will cry that lights are underpowered.

Well yes - they are not support to be able to stand up to assault mechs. Tonnage matters and lights have been given a size advantage to offset that somewhat where mediums have not.

not really, most of a lights mass is it engine, we light pilots are sitting on a crotch rocket.

anyway i cant pilot anything that goes under 120kph now it feel like im going backwards in time, im all in favor of making lights faster ;) but i know it will break the game, fatty pilots already moan that lights are overpowered ( pro tip have some LL and leg us) to be honest its not the game thats broken its the mentality of this game.

#24 hammerreborn

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Posted 06 May 2013 - 09:36 PM

View PostScreech, on 06 May 2013 - 10:19 AM, said:


It can but not always. I would imagine that people looking for faster mechs would be using XL. Going from a 250STD to a 320XL is tonnage neutral. Yes you are more vulnerable using a XL but your alpha would most likely be unchanged.

I see this proposed change as making lights obsolete with the artificial speed caps. I just think there are other options that would better balance these issues.


Xl crit space limits some alphas and prohibits others I'm pretty sure.

#25 Khobai

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Posted 07 May 2013 - 02:09 AM

Quote

not really, most of a lights mass is it engine, we light pilots are sitting on a crotch rocket.


yeah really. in tabletop a light mech and assault mech are effectively treated as being the same size. its just as easy to hit a light mech in the center torso as it is to hit an assault mech in the center torso. But in MWO assault mechs are overpenalized by having massive hit locations while lights spread damage around like crazy due to having very small hit locations.

#26 stjobe

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Posted 07 May 2013 - 03:21 AM

View PostKhobai, on 07 May 2013 - 02:09 AM, said:

But in MWO assault mechs are overpenalized by having massive hit locations while lights spread damage around like crazy due to having very small hit locations.

Which is (somewhat) balanced by the assault having five-six times the armour per location. A good solid hit with just about any weapon will strip a light of armour if not outright kill it, whereas an assault will just shrug it off and move on.

#27 Joseph Mallan

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Posted 07 May 2013 - 03:29 AM

Size does matter. Smaller targets are no as easy to hit as big ones. At range or even up close, who is easier to shot a pro football defensive lineman(assault) or a Kentucky Derby Jockey(light)?

I know we are talking buildings but looking at that what is easier to hit a tool shed, a one car garage or a Skyscraper?





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