

Light Mechs Are Really Getting Out Of Hand.
#101
Posted 07 September 2013 - 06:23 PM
#102
Posted 07 September 2013 - 06:26 PM
The Commando is not a scout. The Commando is not a scout. The Commando is not a scout. The Commando is not a scout.
THE COMMANDO IS NOT A SCOUT.
Being a Light 'Mech does not automatically mean 'u r a skowt lol go find da enemeez.' The Commando was designed as a front-line (wait for it) STRIKER, not as a Scout. The Raven? Yes, it was designed as a Scout. Sarna's description even says pretty clearly that any situation requiring a Raven to engage in combat is, by default, a failure. The Spider? Hey, look. A scout. Designed to be a scout and harasser.
The Jenner? NOT A SCOUT. The Jenner was designed to be a hunter-killer. The Commando was designed to be a front-line striker. Neither of those things is a scout. At all. CAN they? Yes. Are there other chassis that do that job much, much better? You bet your chassis there are.
By all means, I welcome any of you to take out a COM-3A and rack up kills and damage by just zerging a bunch of assault 'Mechs in the face. Unless the other Company is entirely braindead, you will be actually dead. Very fast. And likely in many many pieces if they can even find that much.
OKAY I'M DONE HERE.
Commando. AWAAAAAAAAAAAAAAAAAAAAAAY.
/dons cape
/runs away
/IS SURE TO SERPENTINE
#103
Posted 07 September 2013 - 06:27 PM
Devils Advocate, on 07 September 2013 - 06:23 PM, said:
Everyone knows that Spiders are jacked. The idea though that Lights have no business brawling with and killing bad Assault pilots is what has everyone posting.
Edited by xenoglyph, 07 September 2013 - 06:30 PM.
#104
Posted 07 September 2013 - 07:05 PM
Devils Advocate, on 07 September 2013 - 06:23 PM, said:
you only see what you want to see, who cares about physics + different ranges. You should lead the same at all ranges huh?


Edited by Funkadelic Mayhem, 07 September 2013 - 07:06 PM.
#105
Posted 07 September 2013 - 08:36 PM
#106
Posted 07 September 2013 - 08:52 PM
#107
Posted 08 September 2013 - 12:58 AM
Most of the time lights are circling so close to me that is hard to aim at them if they are breathing on my legs so i see lights raming against my legs or obsticles withou slowing them down all the time. So i think main problem is lack of knockback. If i would ram him in most cases i do to slow him down he should be knocked back and than is game over for him. This is how you fix lights circle of death as light pilot would stay away from you to avoid being knocked back. This would improve assault/heavy vs. light battle in many cases...
#108
Posted 08 September 2013 - 01:46 AM
The real annoying part of actually providing close anti-light support is when my so called mates end up doing more damage to me trying to hit the light. Gotten entire rear armors stripped clean when I'm trying to do my job so please do learn to hold your fire.
I've found that good light pilots only stick around if they feel confident they can take you out or have the numbers advantage. The former doesn't happen if you can consistently land your shots (with the exception of the spider) and the latter begs the question of why they have the numbers advantage to begin with.
#109
Posted 08 September 2013 - 03:06 AM
Imperius, on 07 September 2013 - 07:20 AM, said:
That's because as the game is now lights are fine. Collisions would nerf the lights but lights are not OP without collisions. I wouldn't be opposed to collisions coming back but not in the way they were before. So in other words none of that get within 30m of a light, magically knock it down, bigger mech suffers no damage or any downside at all, turns around and blasts light.
#110
Posted 08 September 2013 - 03:09 AM
#111
Posted 08 September 2013 - 03:59 AM
#112
Posted 08 September 2013 - 04:05 AM
Qrbaza, on 08 September 2013 - 12:58 AM, said:
Yes you are complaining that circling lights are "god mode" even though you can take on two at a time and win.
Qrbaza, on 08 September 2013 - 12:58 AM, said:
There is only one role in MWO currently, and that's "do as much damage as you can". Anyone claiming there are other roles either don't understand the XP/CB reward system or are lying.
Qrbaza, on 08 September 2013 - 12:58 AM, said:
"Circle around god mode" speaks volumes about your skills. If I try that against any semi-competent assault pilot, I die. Circling only works against bad pilots that haven't learned how to counter it.
Qrbaza, on 08 September 2013 - 12:58 AM, said:
Not against the bads, no. But against bads, no skill is ever needed no matter what weight class you're in. And as I said above, circling a competent assault is death, because once you're in front of their guns, they will hit and they will kill you.
Qrbaza, on 08 September 2013 - 12:58 AM, said:
It also doesn't pay. At all. Kills, assists (especially Savior assists) is what you want, and you don't get those by breaking off every engagement and letting others do the killing.
Qrbaza, on 08 September 2013 - 12:58 AM, said:
Circling only occurs in two situations: A bad light pilot or a bad assault pilot. In the case of the bad light, he'll soon be dead, and in the case of the bad assault, he'll soon be dead. Don't be a bad pilot.
Qrbaza, on 08 September 2013 - 12:58 AM, said:
And there's the rub. You're having a hard time hitting lights, so instead of trying to improve you come to the forums to whine and try to get lights nerfed. Grow a pair, look at how good pilots counter lights and try to do the same. It's not hard, you just have to accept that you're not the greatest MechWarrior alive first.
Qrbaza, on 08 September 2013 - 12:58 AM, said:
No, you fix "circle of death" by learning how to counter it; once you do, you'll never be bothered by circling lights ever again.
The main problem isn't that we don't have knockdowns, the main problem is we have a lot of pilots that run assaults with load-outs totally unsuited to fighting light 'mechs, with no experience or skill in fighting light 'mechs, that don't have any inclination to learn how to do just that, and no will to change their load-out, that come to the forums complaining lights are OP and should be nerfed.
That is a much, much greater problem than not having knockdowns.
#113
Posted 08 September 2013 - 04:48 AM
stjobe, on 08 September 2013 - 04:05 AM, said:
Please tell me how to counter it.
#114
Posted 08 September 2013 - 05:27 AM
when you have 4 anythings on you when you're alone, you might as well do that.
'waaah, what do you mean being outplayed gets me killed?!'
...and light pilots still try circling? lulz.
#115
Posted 08 September 2013 - 05:46 AM
stjobe, on 08 September 2013 - 04:05 AM, said:
That is a much, much greater problem than not having knockdowns.
Yep,and that's why I still circle sometimes. ( also I am not good enough to constantly stay in an asaults rear for the entire time, one on one of course).
One of my most fun duels was against a dual gauss Jäger in my COM-2D. He was good enough to hit and instant kill me with his 3rd shot, but was down to red internals on one side and yellow CT internals by then. Why? because it was a dual gauss no backup weapons build. Even before last patch hardly good for a fast target at close range.
The slow rate of fire and limited ammo means you must make every shot count. Same goes for ERPPC centered builds. There it's not ammo but heat. I once nearly got a kill on a stalker who had already red internals from overheating by the time I chewed through his back armour.. then came along someone with an AC20 and stole that kill

Edited by Theodor Kling, 08 September 2013 - 05:47 AM.
#116
Posted 08 September 2013 - 06:11 AM
Again lights should be able to kill all mechs, but not be able to run though a whole team as standard practice. ECM is part of this issue as well. ECM + Speed + No Collisions = Broken Warfare and not Role Warfare. You are safe from any missiles. I think if an ECM mech gets hit ECM should turn off for 10 seconds with a 2 second engage time (enough time for one volley of missiles to reach a target if it is out in the open, if the mech is hit again in that 2 second window the 10 sec timer will go up again. Not just PPC's if they even knock out ECM anymore. This would force people with ECM to play smart. An added visual effect to the mech with off-line ECM could be added light shorting out electricity.
Edited by Imperius, 08 September 2013 - 06:13 AM.
#117
Posted 08 September 2013 - 06:41 AM
Imperius, on 07 September 2013 - 12:40 AM, said:
Ahem.
Jenner : http://www.sarna.net/wiki/Jenner ( Guerrilla Fighter )
Quote
Commando : http://www.sarna.net/wiki/Commando (Hit and Run, Scout Hunter)
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The Commando became popular among the LCAF forces and nearly 600 years later it is still mainly in Lyran use. Especially during the years of the Star League the Commonwealth went to great pains to keep the Mech solely in Lyran hands. Finally with the Federated Commonwealth came the distribution of the BattleMech when the Commando was chosen as the standard light BattleMech for the AFFC next to the Valkyrie and after the upgrade to the COM-5S model in 3050 Vandenberg Mechanized Industries was allowed to produce the old COM-2D for the TDF.[5] Furthermore the Marian Hegemony deploys the Rocket Launcher packed COM-4H and the Word of Blake produced its own variant (COM-7B) during its occupation of Coventry from 3068 to 3074.
Raven : http://www.sarna.net/wiki/Raven ( Electronic Warfare )
Quote
Spider : http://www.sarna.net/wiki/Spider ( Fast Strike )
Quote
You were saying about them being scouts, OP?
#118
Posted 08 September 2013 - 07:00 AM
Qrbaza, on 08 September 2013 - 12:58 AM, said:
Most of the time lights are circling so close to me that is hard to aim at them if they are breathing on my legs so i see lights raming against my legs or obsticles withou slowing them down all the time. So i think main problem is lack of knockback. If i would ram him in most cases i do to slow him down he should be knocked back and than is game over for him. This is how you fix lights circle of death as light pilot would stay away from you to avoid being knocked back. This would improve assault/heavy vs. light battle in many cases...
That wouldn't fix light circles.. it would just weed out the pretenders. Granted, the better light pilots don't do much circling, or do it in unique ways if they do so.
#119
Posted 08 September 2013 - 07:12 AM
Scratx, on 08 September 2013 - 06:41 AM, said:
lol you just kind of proved his point.
If you are the fastest mech in the group you are the scout, no matter if you're a light or an assault. So naturally lights are the best scouts.
No lights are scout-only, though neither are any of them brawlers. To me at least guerrilla/fast strikers/hit and runs means you do not give the enemy a chance to fire back. Get in, do damage, get out. Currently in MWO lights can just run around without worrying too much about taking lots of damage. The good pilots are great at taking practically no damage.
Lights should be hit and run strikers.
Mediums should be the brawlers.
Heavies should be heavy weapons support.
Assaults should be...well assaults (or tanks, which in MWO they are not even close).
#120
Posted 08 September 2013 - 07:16 AM
Scratx, on 08 September 2013 - 06:41 AM, said:
Ahem.
Jenner : http://www.sarna.net/wiki/Jenner ( Guerrilla Fighter )
Commando : http://www.sarna.net/wiki/Commando (Hit and Run, Scout Hunter)
Raven : http://www.sarna.net/wiki/Raven ( Electronic Warfare )
Spider : http://www.sarna.net/wiki/Spider ( Fast Strike )
You were saying about them being scouts, OP?
Guerrilla Warfare: Wars fought with hit-and-run tactics by small groups against an invader
Hmmm. I don't see in the definition anywhere it saying stays out in open and circle strafing without consequence, thanks for helping prove my point.
Guerrilla Warfare suggest lights should have to play smart and use cover and watch their surroundings. Pretty much the same as a scout except they attack when it's smart. That is not the kind of play I see coming out of 90% of the lights in this game.
Wolfways, on 08 September 2013 - 07:12 AM, said:
If you are the fastest mech in the group you are the scout, no matter if you're a light or an assault. So naturally lights are the best scouts.
No lights are scout-only, though neither are any of them brawlers. To me at least guerrilla/fast strikers/hit and runs means you do not give the enemy a chance to fire back. Get in, do damage, get out. Currently in MWO lights can just run around without worrying too much about taking lots of damage. The good pilots are great at taking practically no damage.
Lights should be hit and run strikers.
Mediums should be the brawlers.
Heavies should be heavy weapons support.
Assaults should be...well assaults (or tanks, which in MWO they are not even close).
Just posted the same thing you just said and then saw your post.
Edited by Imperius, 08 September 2013 - 07:18 AM.
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