No New Lights In 5 Months. Only 4 Light Chassis, Every Other Class With 5-6. 1 Bad Hero Light (March?), But About To Be 10 Hero Assault/heavies.
#81
Posted 24 September 2013 - 01:06 PM
#82
Posted 24 September 2013 - 01:07 PM
stjobe, on 24 September 2013 - 12:54 PM, said:
Edit: After Project Phoenix there will be five light chassis, seven medium, seven heavy, and six assaults. We're still short at least one light, possibly two.
+ wolverine and griffin so we got:
5 light
9 (!) meds
7 heavys
6 assaults
jep.. we need more (less ****** and more real alternatives to the jenner f) lights.
#83
Posted 24 September 2013 - 01:14 PM
DONTOR, on 24 September 2013 - 11:57 AM, said:
SO fun!
lockwoodx, on 24 September 2013 - 12:01 PM, said:
Do you play windowed?
#84
Posted 24 September 2013 - 01:15 PM
DEMAX51, on 24 September 2013 - 12:56 PM, said:
The reason you hit Jenners, Commandos and Ravens so easily is because they made their hitboxes much larger than the actual 'Mech models to compensate for shoddy hit detection. Once HSR gets worked out, I would not be surprised if they revisited those 'Mechs to reduce the size of their hitboxes. I'm assuming that they have intentionally left the Spider's hitboxes the way they are to see what sort of effect their HSR fixes have had.
Realism aside, nerfing Light 'Mechs maneuverability is no bueno (and they've actually said they plan on BUFFING Light's maneuverability along the same lines as they did with Mediums).
Here's a few things I'd like to see to make Lights better, by the way:
- Faster acceleration/deceleration
- *Less* of a hit to speed when landing after jump jetting (at least, if the pilot manages a "soft" landing using the JJs to slow the descent of the 'Mech prior to impact)
I think slight buffs in those two areas would make Lights a lot better.
I think the reason I hit jenners all the time is because I actually hit jenners all the time hit boxes or not, I aim for the mech not the outside of it like we had to in the past. Hell I hit spiders all the time the HSR is just blah and thats what gets frustrating for everybody. I agree with acceleration and deceleration but turning on a dime going 130kph is kind of stupid. Well not kind of just plain stupid. I do like the jump idea if you "pad" your landing. This goes for all mechs.
#85
Posted 24 September 2013 - 01:16 PM
#86
Posted 24 September 2013 - 01:18 PM
PEEFsmash, on 24 September 2013 - 11:47 AM, said:
And with no MASC and no speed-cap increase, Locusts will be by far the worst mech in the game, and will be strictly inferior to already released lights.
I agree with pretty much all of the original points, but I do have to say I have hope for the Locust. If I recall, the scaling should make it the smallest mech. Couple that with good maneuverability and even at 150kph you have an evasive and effective scout mech I imagine. I thought I remembered hearing on a podcast that one of the devs was quoted as saying something like, "my God it is tiny".
I can't wait to haul *** around the battlefield in a mech that weighs less than an Atlas' foot
Either way,
#88
Posted 24 September 2013 - 01:19 PM
#89
Posted 24 September 2013 - 01:21 PM
PEEFsmash, on 24 September 2013 - 11:38 AM, said:
Funny how easy it was for them to break timeline for the Cataphract-3D, which shouldn't exist via timeline either, but is the best Heavy Mech in the game.
The timeline has to be worked around in cases like this.
the Cataphract 3D which is introduced in 3050? (Which we have "been in" since January)? So it was...2 months early to mass production?
Compared to 8 years. Yep, definitely the same thing.
#91
Posted 24 September 2013 - 01:27 PM
Screech, on 24 September 2013 - 01:16 PM, said:
More fun for me.
I know that's not on the top of your priority list, but it just about is on mine.
I started playing MWO in August last year, at that point we had two lights (Jenner and Commando). Since then, they've added exactly two more lights - that's two lights in over a year. Do you want to count how many non-lights we've had since then?
Eleven. Four mediums, four heavies, and three assaults.
#92
Posted 24 September 2013 - 01:29 PM
#93
Posted 24 September 2013 - 01:31 PM
stjobe, on 24 September 2013 - 01:27 PM, said:
I know that's not on the top of your priority list, but it just about is on mine.
I started playing MWO in August last year, at that point we had two lights (Jenner and Commando). Since then, they've added exactly two more lights - that's two lights in over a year. Do you want to count how many non-lights we've had since then?
Eleven. Four mediums, four heavies, and three assaults.
True, though IMO, they need to fix the speed issues and the combo hitbox/hit registration issues consistently before bringing in more Lights as a priority. The indestructible Jenner/Spider wolfpacks seem to be replacing the PPC/Gausspam and UAC Metas.
#94
Posted 24 September 2013 - 01:32 PM
Antaris05, on 24 September 2013 - 01:29 PM, said:
Oh, don't get me started...
The reward system in this game is tailored to the one thing that lights really aren't good at, and there's exactly zero incentives to do anything but that.
Incidentally, that thing is also what heavies and assaults excel at.
Bishop Steiner, on 24 September 2013 - 01:31 PM, said:
The lolwut now? Come on Bishop, you're usually better than that.
Yes, they need to fix bugs and issues, but that's no reason to halt light 'mech production for nine freaking months. Back in the spring, when HSR was introduced, nobody complained about "indestructible" lights - did their hit boxes get bugged since then? Or is everyone just exaggerating their heads off to nerf an already underplayed weight class just because they can't bother to learn playing against them?
See, I can do it too
Edited by stjobe, 24 September 2013 - 01:37 PM.
#95
Posted 24 September 2013 - 01:36 PM
PEEFsmash, on 24 September 2013 - 11:28 AM, said:
13: The only light ballistic (machinegun) is bad, and can only be used at all en masse. There is no other ballistic option usable by light mechs (no heavy machine gun, no light autocannon, etc.)
Says you, I have a ac20 raven thats awesome. But yeah pretty much everything else i agree.
#96
Posted 24 September 2013 - 01:37 PM
Fun times.
#98
Posted 24 September 2013 - 01:44 PM
I don't even pilot lights that much. I am a heavy player and always will be.
But it's been a long *** time since I had a new tiny hotbox catastrophe to shoot at.
I think the firestarter would be a nice addition to the line-up? I have this weird thing about chicken walkers, I just don't like. The firestarter might be a decent addition to the 35 tonners. It might have more than enough hardpoints to work with if PGI gives it some extra slots on top of its default weapons.
#99
Posted 24 September 2013 - 01:45 PM
Orkhepaj, on 24 September 2013 - 01:42 PM, said:
Light mechs *under standard conditions* are not able to stay in firefights as long as their heavier counterparts, which reduces their damage/kill/assist farming capabilities (things which make money and xp). Capturing points gives all but zero rewards.
Edited by FupDup, 24 September 2013 - 01:48 PM.
#100
Posted 24 September 2013 - 01:50 PM
Madara Uchiha, on 24 September 2013 - 01:36 PM, said:
Says you, I have a ac20 raven thats awesome. But yeah pretty much everything else i agree.
i have a dual ac/20 cicada and an UAC/5 spider all mechs can fit big guns!
I know the cicada is a 40 ton mech thus not a light mech but remember this because of its lower weight it is often catheterized in the "not enough space for anything useful" catagory... I am here to say that this is not true and it can be a boss, same with light mechs...
ac/20 ravens are awesome in packs!!!
Edited by Blaze32, 24 September 2013 - 01:53 PM.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users