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Ultra Fast Lightmechs Need To Be Balanced


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#181 Mystere

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Posted 22 September 2013 - 08:33 AM

View PostWhy Run, on 21 September 2013 - 11:47 AM, said:


Load it with anti-tank weapons... Goodness, it's the Call of Duty generation. An RPG from the back of a quad-sport will not disable an M1. Try again. Which atlas is "speedy?". When did i say anything about speed? I said lights should be fast scouts. but not invincible fast scouts carrying tons of weapons. I guess it's just a realization that this game is a product of the call of duty gen, and the old games we had are long gone. Personally, I would bump all damage back up, and make running out into the open fatal, like it should be.


Who said anything about RPGs?

Posted Image

It may not be a quad-sport. But, it's definitely smaller than an M1.

Edited by Mystere, 22 September 2013 - 08:37 AM.


#182 stalima

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Posted 22 September 2013 - 11:04 AM

knockdown would fix lights and if not knockdown perhaps at least add running into terrain at 150kph damage and make it actually something you want to avoid... alot of the problem stems from lights being to just scratch alongside anything they want without even a care but well... crashing into any obstacle at those kinds of speeds would more than likely cause serious damage to parts if not kill the pilot outright nevermind going face first jumpjetting into a building at 150 then simply sliding up the side and over without any worry about your own wellbeing

#183 Mehlan

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Posted 22 September 2013 - 11:59 AM

Quote

knockdown would fix lights and if not knockdown perhaps at least add running into terrain at 150kph damage and make it actually something you want to avoid... alot of the problem stems from lights being to just scratch alongside anything they want without even a care but well... crashing into any obstacle at those kinds of speeds would more than likely cause serious damage to parts if not kill the pilot outright nevermind going face first jumpjetting into a building at 150 then simply sliding up the side and over without any worry about your own wellbeing


We could say simialr things to any mech impacting anything...except wait, the mechs are built around that. Afterall, what do you think the impact force of a gauss round or ac20 is like?
Let's stick to your train of thought....which is going to negate elevation changes and transition to water/land better... 100 ton behemoth or a 25 ton lightfoot (by comparsion)... and which one is gonna 'hurt' more when it falls down?


Put realistic physics in....fine, but for all...not just an 'part' which is directed at one 'class'.

Edited by Mehlan, 22 September 2013 - 12:00 PM.


#184 Jack Spade Ward

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Posted 22 September 2013 - 01:56 PM

I do agree that light mechs need to be balanced, specially the spider!





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