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My Thoughts On Lights...from A Light Pilot


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#61 Odins Fist

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Posted 26 September 2013 - 01:59 PM

View PostAudlyn, on 25 September 2013 - 07:20 PM, said:


But with peoples endless whining and....


Hey man No BALLZ = No BALLZ...

Or are you saying the DEVs themselves didn't announce that small mech chasis have issues with some hit reg?

Edited by Odins Fist, 26 September 2013 - 02:00 PM.


#62 Cybersniper Vickers

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Posted 26 September 2013 - 02:22 PM

Fairly often here lately guys have griped about lights, even though they won the match.
( Sore winners, sheeesh )

I get wiped out more often than not, being a lamer and all.
But sometimes I get lucky, and rack up a fair amount of damage and kills on the
other side. Since these are all Pug games, I think the skill level of various teams
or individual players accounts for the large variation of results I get in games.
If Spiders and Jenners were so bad about taking damage, I'd look like some
super player I think. And I don't....

#63 Audlyn

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Posted 26 September 2013 - 05:24 PM

View PostOdins Fist, on 26 September 2013 - 01:59 PM, said:


Hey man No BALLZ = No BALLZ...

Or are you saying the DEVs themselves didn't announce that small mech chasis have issues with some hit reg?


No, I am talking about those single-minded brain dead heavies and assaults who thinks it is beneath them to stop a cap, so they decide to take it to the "CAPWARRIOR ONLINE, LULZ, NO SKILLZ, BAD PLAYER" level. It is people like them who I feel ruined lights, because now the cap times are deplorable. I am finally glad they put more of a weight balancing into the ques, so I can taste the tears of assaults who wait 5-10 minutes for a drop, because of the other 10,000+ assault players who refuse to step out of the concrete-like steel frame of theirs and actually play with some amount of skill.
Sorry, I kind of ranted.

Bring cap-times back to it's original form and force people to think tactically...thanks

#64 Mycrus

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Posted 26 September 2013 - 05:35 PM

View PostWindsaw, on 26 September 2013 - 04:36 AM, said:

...whenever I am battling a Spider I WAIT for them to jump. It is their real big point of vulnerability. You just have to throttle down a little and estimate where they land. Then you have a half second to pour a full alpha strike on them which they can not retaliate.
The only Spiders that gave me problems were those who either did not jump at all or used their JJ to get away from me. I usually can't follow them when they disengage. This is the one advantage they have over me.


Hitboxes are wonky when a mech is airborne... Dumb spiders will jump full height. Smart spiders will just use JJs to out manuever you with snap turns or hop around to evade fire.

#65 Wove

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Posted 26 September 2013 - 05:54 PM

Terra Therma. A Spider in structure. He overheats 90m away. I stop. Leisurely aim. AC20 his CT. Zero damage.

#66 Mehlan

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Posted 26 September 2013 - 06:10 PM

ran into a jenner tonight that was 'hopping' all over the darn place... took waaay to long to leg the sucker

#67 Odins Fist

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Posted 26 September 2013 - 06:24 PM

View PostAudlyn, on 26 September 2013 - 05:24 PM, said:


No, I am talking about those single-minded brain dead heavies and assaults who thinks it is beneath them to stop a cap,


You mean the under 65 KPH assaults that are halfway across the map..?? ;)

#68 Audlyn

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Posted 26 September 2013 - 06:27 PM

View PostOdins Fist, on 26 September 2013 - 06:24 PM, said:


You mean the under 65 KPH assaults that are halfway across the map..?? ;)


Exactly!
AT LEAST make a contingency plan.
Saying "lights move too fast and cap too often, double the cap times"
is like me saying
"heavies and assaults have too many weapons and deal too much damage, half the hardpoints on them"

#69 Odins Fist

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Posted 26 September 2013 - 06:50 PM

View PostAudlyn, on 26 September 2013 - 06:27 PM, said:


Exactly!
AT LEAST make a contingency plan.



When is the last contingency plan that "YOU" informed the PUGs on your team about, and they ever listened to, then implemented.??

#1. Pugs don't listen
#2. Pugs don't listen
#3. Pugs don't listen
#4. I'm not base defense.

That about covers it chief.
Either nobody goes to keep the base from getting capped, or everyone and their cousin goes back, even when I type into team chat "I GOT IT".. it's really sad to watch.
I have to tell you that leaving a mech on base defense duty can really be a detriment to your team, and the only people willing to leave themselves vulnerable to a light mech mini wolfpack, is either really NEW to MWO, or really brave. A light can approach base on many maps from different angles, and just pick away at a Mech, you see they know exactly where you're at, and they have the advantage.

I can't tell you how many times I have had to break off a fight with an enemy mech, and run back to base to deal with that issue in an ASSAULT MECH, only to be flamed that an ASSAULT MECH shouldn't run back to base, even though i'm 81KPH Victor.

So you're either damned if you do, and damned if you don't...

If I see a pug on my team CRY about me running back to base to save the match just ONCE during the day, then that's it, i'm not doing it again.. You can blame the uncoordinated for that little nugget.

Edited by Odins Fist, 26 September 2013 - 06:50 PM.


#70 Tempered

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Posted 26 September 2013 - 08:21 PM

View Postdario03, on 25 September 2013 - 08:46 PM, said:


I've been running a couple to finish mastering them. And I can say they take damage no problem but then again when I had a spider it always registered damage fine too (I still think the spider problem only affected certain people in certain conditions.) However I will say that I think srm hit detection is still screwed. When running one of said commandos I put 3 volleys of 3srm4 into a jenner CT at point blank range (as in he ran straight at me and I fired when he was half a second from hitting me) plus another 6 or so half hits of 3srm4 and a couple glancing hits and it definitely didn't seem to work. When the Jenner first showed up he had yellow armor and even though the paper doll would flash when the battle was over he still had yellow armor and seeing how a Jenner is a walking CT I'm pretty sure I didn't spread the damage out that much. And at the end of the match it said I only did 64 damage and I bet most of that was from my medium laser. IIRC not registering is why the damage was bumped up to 2/missle but I didn't think it was that bad.


You can actually hit the jenners back center while shooting at him from the front, due to how the hit boxes are set up. Also, many jenners carry AMS, so you're missiles could have been shot down. The jenners itty bitty arms will also soak up some of that srm damage.

#71 dario03

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Posted 26 September 2013 - 08:38 PM

View PostTempered, on 26 September 2013 - 08:21 PM, said:


You can actually hit the jenners back center while shooting at him from the front, due to how the hit boxes are set up. Also, many jenners carry AMS, so you're missiles could have been shot down. The jenners itty bitty arms will also soak up some of that srm damage.


That doesn't explain the 64 damage score. AMS isn't going to shoot down much of anything at sub 100m, and I'm pretty sure he didn't have it. And like I said 3 of those volleys were point blank range and all hit the CT. If hit detection was working that would be 72 damage by itself so even if half went back and half went front that alone should of changed the armor showing on the paper doll.

#72 Orkhepaj

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Posted 26 September 2013 - 11:57 PM

View PostAudlyn, on 25 September 2013 - 07:20 PM, said:


But with peoples endless whining and lack of a brain that may think "HUH...maybe we should have a backup plan in case of cap" The speed and hit reg endurance is the only thing that makes them viable now that capping is suicide.

Also of note: I think more players are using the hitreg problem as an excuse other than being a bad shot.
Anybody have thoughts on this statement?

As most pilots using lights can die as an excuse to have op light mechs other than being a bad pilot.
1 light running between 5+ enemies and tanking their dmg for minutes ( yes ive seen this many times) is so ********.
Any heavier mech would die way faster in a 1v5 situation.

#73 Drehl

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Posted 27 September 2013 - 12:31 AM

these threads or in this case the responses, are getting ridiculous.
there is nothing like a light imbalance or domination of lights.
how many lights do we have per match 1? 2-3? hell let it be 4 and there that would be A LOT.
how many asssaults do we have per match? 4? 5? guys I have matches with 6 to 10 assaults pretty often.
if lights would be anything near as imblanaced as stated by the whining crowd, we would see more lights. remember how fast the meta changed to the uacapocalypse after the associated patch and how many ravens we had during the ct seeking ssrms + ecm days.


everbody, including pgi knows there are hitreg issues. everybody knows that the spider is smaller than it's supposed to be (or the commando is far biggers as it should be) and has the best (worst?) hitboxes of all lights making it incredible hard to kill. they are aware.. so stop bitching.

and just if these terribad assautl pilots switch to their lights .. down in the steering wheel underhive (I like this one) where nobody can hit a barn door it says absolutely nothing about imbalanced lights.


but sure.. nerf them lights into the ground.. its better for everybody. if lights that dominate you switch to assaults they'll rip you even more apart. domination or carrying a match in an assault is far more easy than in a light mech.

#74 Orkhepaj

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Posted 27 September 2013 - 12:40 AM

Actually there shouldnt be many lights for a team, they should be scout/support mechs with little combat ability.1-2/team should be enough.This is a dumb shooter after all.

There are many premades with just jenners/spiders, especially now that the op jenner is free.

Btw I dont get why light noobs think they are better like this Drel guy. He assumes we all pilot assault mechs and cant aim at all... kiddoe presumtions at its highest. Fe I only have 1 assault a fast victor.

"domination or carrying a match in an assault is far more easy than in a light " xaxaxa

#75 Drehl

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Posted 27 September 2013 - 01:28 AM

View PostOrkhepaj, on 27 September 2013 - 12:40 AM, said:

words


well.. my post wasn't adressed to you in the first place but since you quoted and flamed me that nicely...

View PostOrkhepaj, on 27 September 2013 - 12:40 AM, said:

Actually there shouldnt be many lights for a team, they should be scout/support mechs with little combat ability.1-2/team should be enough.This is a dumb shooter after all.


it's exactly the same for assaults. "lorewise" (lol) there shouldn't be that much as we have right now.
there is no scoutrole in this game.. period. as long as I can't even get close as much reward for scouting/spotting as the biggies do for damage and kills.. there is absolutely no point in doing so. in addition .. pugs can do nothing with the provided intel. often I've identified lone or 2 mechs at one of our flanks... wrote it in the teamchat and absolutely nothing happened.. most off them are just to afraid to get some scratches in their paint. even if these guys could have been horribly outnumbered and killed with little to no efford... so.... why should I even bother to write something? the jenner and commando have never been a dedicated scout (not sure about the spider). the only real, "lore supported" (and again lol) scout we have is the raven.

View PostOrkhepaj, on 27 September 2013 - 12:40 AM, said:

There are many premades with just jenners/spiders, especially now that the op jenner is free.


can't confirm this. I have seen exactly 1 premade with just lights in the last month... and they died after a failed basecap attempt. sure.. 4 jenner fs with concentrated fire can kill anything pretty quick.. but can you imagine what 4 assaults/heavies with concentrated fire can do? most premades I encounter are pretty heavy, not lightswarms.

View PostOrkhepaj, on 27 September 2013 - 12:40 AM, said:

Btw I dont get why light noobs think they are better like this Drel guy. He assumes we all pilot assault mechs and cant aim at all... kiddoe presumtions at its highest. Fe I only have 1 assault a fast victor.

"domination or carrying a match in an assault is far more easy than in a light " xaxaxa


yeah sure.. I'm the noob.. my most piloted mechs are jenners and highlanders. In both weightclasses it takes forever to find a match and I'm frequently dropping with the tournament winners.. so I would guess I'm not that bad...

Spoiler


I'm piloting the jenner as my primary mech.. and usually switch to the assaults if I'm getting frustrated of terribad teams where all the assaults did less damage than me.
there is only so much a single jenner can do... as an assault, especially an DDC atlas (look at the stats.. I started to pilot my atlai last week again after al verly long time). I have no problem to hit spiders or kill lights enganging me and I don't have a single mech with streaks. even in slow as **** assaults. and its just ridiculous how much more game determing you can be in that atlas.

I assume that most of the whiners are assaults and heavys.. because thats how it is. I can't see a lot of threads by dedicated light (and med) pilots stating the light class is overpowered.. nerf!

Edit.. typos.

Edited by Drehl, 27 September 2013 - 02:04 AM.


#76 Joseph Mallan

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Posted 27 September 2013 - 06:39 AM

View PostOrkhepaj, on 27 September 2013 - 12:40 AM, said:

Actually there shouldnt be many lights for a team, they should be scout/support mechs with little combat ability.1-2/team should be enough.This is a dumb shooter after all.

There are many premades with just jenners/spiders, especially now that the op jenner is free.

Btw I dont get why light noobs think they are better like this Drel guy. He assumes we all pilot assault mechs and cant aim at all... kiddoe presumtions at its highest. Fe I only have 1 assault a fast victor.

"domination or carrying a match in an assault is far more easy than in a light " xaxaxa

May I direct you to the Anubis, Eagle, Falcon Hawk, Garm, Hammer, Hollander, Night Hawk, Panther, Thorn, Valkyrie and Wolfhound.

#77 FupDup

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Posted 27 September 2013 - 06:39 AM

View PostJoseph Mallan, on 27 September 2013 - 06:39 AM, said:

May I direct you to the Anubis, Eagle, Falcon Hawk, Garm, Hammer, Hollander, Night Hawk, Panther, Thorn, Valkyrie and Wolfhound.

Also, Urbie, Cougar, and Adder.

#78 Joseph Mallan

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Posted 27 September 2013 - 06:42 AM

View PostFupDup, on 27 September 2013 - 06:39 AM, said:

Also, Urbie, Cougar, and Adder.

I didn't use Clan Builds on purpose :) But don't forget the Hellion!!!

An as the Urbie as-is isn't much more than a one trick pony. However that trick is not scouting. :ph34r:

Edited by Joseph Mallan, 27 September 2013 - 06:43 AM.


#79 Mehlan

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Posted 27 September 2013 - 06:42 AM

Here guys.... http://www.sarna.net...ght_BattleMechs I give you the Sarna list of light mechs... Not the occasional use of 'harrasser', 'striker', 'fast strike', 'guerrila'...

Edited by Mehlan, 27 September 2013 - 06:43 AM.


#80 stjobe

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Posted 27 September 2013 - 06:49 AM

View PostJoseph Mallan, on 27 September 2013 - 06:39 AM, said:

May I direct you to the Anubis, Eagle, Falcon Hawk, Garm, Hammer, Hollander, Night Hawk, Panther, Thorn, Valkyrie and Wolfhound.

You can lead a horse to water, but you cannot make it drink.

Orkhepaj seems almost fanatical in his belief that lights are overpowered and need to be nerfed - or removed from the game completely. I doubt presenting him with facts will have any lasting impact on that fanaticism.

I tried to present my Deaths/Match stats in another thread on the invincibility of lights, since those stats (about 8-900 matches in different lights and mediums) show that Spiders die as easily and as often as all my other 'mechs, but nobody seemed interested in facts - it was just more hyperbole and unverifiable anecdotes.

I don't see this thread going anywhere but there either.





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