Jump to content

Lights Need To Be Nerfed


164 replies to this topic

#101 Nryrony

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 427 posts

Posted 11 October 2013 - 02:42 PM

View PostMack1, on 11 October 2013 - 01:42 PM, said:

Devs run mainly lights,


So this is why ballistics are the best weapons in the game, i knew it!

The pure skill that is required to run a dual AC20 Commando build ahhhh yes!

Edited by Nryrony, 11 October 2013 - 02:44 PM.


#102 Krivvan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,318 posts
  • LocationUSA/Canada

Posted 11 October 2013 - 02:51 PM

View PostMack1, on 11 October 2013 - 01:42 PM, said:

Devs run mainly lights, we used to have a chance against them with knock downs and LRM's


You realize that LRMs were always ineffective against lights right? A sharp turn or jump jet turn at the right moment negates all their damage.

#103 Clit Beastwood

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,262 posts
  • LocationSouthern California

Posted 11 October 2013 - 02:52 PM

View PostKrivvan, on 11 October 2013 - 02:51 PM, said:

You realize that LRMs were always ineffective against lights right? A sharp turn or jump jet turn at the right moment negates all their damage.


Or sometimes running *towards* the lrms so they overshoot. That's always especially satisfying.

#104 Wispsy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Talon
  • Talon
  • 2,007 posts

Posted 11 October 2013 - 02:52 PM

Why does this thread still exist...

#105 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,565 posts
  • LocationSCIENCE.

Posted 11 October 2013 - 03:00 PM

View PostWispsy, on 11 October 2013 - 02:52 PM, said:

Why does this thread still exist...


Becuase REASONS. Maybe the devs want to garner some public opinion on light mechs, as they've stated they are looking at them...

In which case we are looking good, as the OP and othe light detractors are throwing about their barely-legible-barely-researched rants, and are for the most part being rebuffed by reasoned discussion, which in itself is surprising.

#106 Splitpin

    Member

  • PipPipPipPipPipPip
  • 290 posts
  • LocationNoo Zeelund

Posted 11 October 2013 - 04:55 PM

No one who has seen a Spider run through a dozen mechs, sparks flying everywhere to emerge virtually unscathed, could claim with any honesty that 'lights are ok'

#107 Johnny Reb

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,945 posts
  • LocationColumbus, Ohio. However, I hate the Suckeyes!

Posted 11 October 2013 - 05:04 PM

View PostDuppie1974, on 10 October 2013 - 11:49 PM, said:

I have to agree with this, the Kintaro gives up one streak launcher to the streak cat but gains 2 medium lasers to hit the areas on a mech that was already opened by the streaks, like the legs that usually gets their armor stripped of first on lights.

I prefer to run a tag and LL, that tag makes lock happen so much faster and on lights that is a must.

Edited by Johnny Reb, 11 October 2013 - 05:04 PM.


#108 Sir Wulfrick

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 872 posts
  • LocationIn a warship, over your planet :-)

Posted 11 October 2013 - 05:38 PM

Oh no, here we go again.

I'm an Atlas pilot. Always have been, always will be. Until I get a Kodiak anway, and even then, maybe.

Light mechs do NOT need to be nerfed or made less effective. The problem is that the total lack of roles, as in role warfare, forces light mechs that should excell at scouting and stealthy reconnaissance, to compete with heavy and assault mechs. The reason being that the only current game metric is damage output and kills.

If the rewards for actual scouting, spoting enemy mechs, TAGing them for LRM support etc. etc were increased to the point where light pilots felt as valued as the heavies & assaults, then the issue wouldn't arise in the first place.

Light mechs should not be able to compete against heavy & assault mechs in terms of damage & killing ability, however at the same time my Atlas should be far less than 1% as effective as a Raven or Spider for scouting. Both roles should be equally rewarded by the game.

Light mechs are not at fault, nor are light mech pilots. The lack of any incentive to carry our their proper role is at fault.

Obviously, hit detection should be equally effective with regards to ALL chassis.

Edited by Sir Wulfrick, 11 October 2013 - 05:39 PM.


#109 Hellcat420

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • 1,520 posts

Posted 11 October 2013 - 05:42 PM

View Postkongman, on 10 October 2013 - 04:34 PM, said:

just as the title says , lights need to be nerfed in a huge way .nothing more to add really .


no lights do not need nerfed. they are easy enough to kill already and dont need to be any easier to kill. i do not pilot light mechs, i pilot a highlander as my primary mech.

#110 Sir Trent Howell

    Member

  • PipPipPipPipPipPip
  • 435 posts

Posted 11 October 2013 - 05:45 PM

View PostWispsy, on 11 October 2013 - 02:52 PM, said:

Why does this thread still exist...


Because it is hilarious.

#111 culverin

    Member

  • PipPipPip
  • Shredder
  • Shredder
  • 98 posts
  • LocationVancouver

Posted 11 October 2013 - 06:35 PM

View PostSir Wulfrick, on 11 October 2013 - 05:38 PM, said:

Oh no, here we go again.

I'm an Atlas pilot. Always have been, always will be. Until I get a Kodiak anway, and even then, maybe.

...
Light mechs should not be able to compete against heavy & assault mechs in terms of damage & killing ability, however at the same time my Atlas should be far less than 1% as effective as a Raven or Spider for scouting. Both roles should be equally rewarded by the game.

Light mechs are not at fault, nor are light mech pilots. The lack of any incentive to carry our their proper role is at fault.

Obviously, hit detection should be equally effective with regards to ALL chassis.



^
I'm a light pilot. And I agree with this post.

Hit boxes on all the lights are ok except the spider.
Hit detection for the game is broken in general.

I would also like to add that as a light, you have less margin for error.
Turn wrong and you get stuck facing a building.
Stop moving, and there's a good chance you got into criticals.


I find lights have a higher skill floor than most mechs. You can't afford to screw up.
But it also has a fairly high skill ceiling, (Jumping J-turns, weaving, surfing up a slope, etc...)
I feel it could be higher yet.



If lights were OP,
then, you would see more all-lights-4-man-drops.
therefore, the evidence points out they are not OP.

#112 Crazycajun

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 356 posts
  • Facebook: Link
  • LocationLouisiana

Posted 11 October 2013 - 07:06 PM

All light pilots are generally trash pilots that require a crutch to play anyways...

and they will always come to troll these threads that call for action for them to be put in their rightful place..

1 shot able... scouts .

that aren't suppose to be able to stand toe to toe with anything bigger then a light..

truth hurts i know.. but trash is trash.

#113 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 11 October 2013 - 07:24 PM

So I lied... The Locust engine cap is 190 according to Bryan Ekman's twitter. That makes it top speed 169.3kph with speed tweak.

My question is how will that affect the Commando? Does that mean the Commando's engine cap will be increased to 225 at least? Which would be good because it helps address the fact the Commando cant put all 10 of its DHS internally into its engine which causes problems with having enough critical slots for both endo and FF.

#114 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 11 October 2013 - 07:26 PM

View PostKhobai, on 11 October 2013 - 07:24 PM, said:

So I lied... The Locust engine cap is 190 according to Bryan Ekman's twitter. That makes it top speed 169.3kph with speed tweak.

My question is how will that affect the Commando? Does that mean the Commando's engine cap will be increased to 225 at least? Which would be good because it helps address the fact the Commando cant put all 10 of its DHS internally into its engine which causes problems with having enough critical slots for both endo and FF.

From a recent ATD we know that the devs are going to do a pass over lights similar to what they did to mediums. I wouldn't be surprised if this pass occurred at the same time as the Locust's introduction (would be perfect timing). It'll be some more bland and uninspired changes like twisting, turning, etc. and supposedly certain "underperforming variants" might get their engine cap raised a bit.

#115 xMEPHISTOx

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,396 posts

Posted 11 October 2013 - 07:29 PM

Eh...this thread again. 'Lights need to be nerfed' ver 3.2 hell I don't even like lights but damn this topic has become redundant to say the least.

Edited by xMEPHISTOx, 11 October 2013 - 07:30 PM.


#116 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 11 October 2013 - 07:34 PM

Quote

From a recent ATD we know that the devs are going to do a pass over lights similar to what they did to mediums


Yeah I knew that. I dont really care if the Commando gets more arm movement or torso twist though.

Right now the Commando 2D has major problems because it cant fit all its heat sinks internally on top of being almost entirely ammo dependent. It also doesnt have jumpjets. So it definitely needs its engine cap increased to 225 (160kph). It also needs an SRM buff because Streaks are kindve meh as a main weapon now.

#117 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 11 October 2013 - 07:38 PM

View PostKhobai, on 11 October 2013 - 07:34 PM, said:


Yeah I knew that. I dont really care if the Commando gets more arm movement or torso twist though.

Right now the Commando 2D has major problems because it cant fit all its heat sinks internally on top of being almost entirely ammo dependent. It also doesnt have jumpjets. So it definitely needs its engine cap increased to 225 (160kph). It also needs an SRM buff because Streaks are kindve meh as a main weapon now.

Commandos in general tend to have issues due to being out-gunned, out-run, and out-armored. And yes, SRM buffs would go a long way to helping Commies as well as everyone else under 60 tons.

Personally I'd like to see each Commando get 1 extra hardpoint so they can carry more SRM2s in place of large launchers for more DPS at the same weight (also fits the Commando's lore role of doing a lot of damage for its size).


I also absolutely hate the TT engine rules that sub-250 engines have to be taxed of crit slots due to external sinks--it would be a very good buff for Commandos and Locusts alike to make all 10 base sinks built right into the engine no matter what the rating is.

Edited by FupDup, 11 October 2013 - 07:43 PM.


#118 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 11 October 2013 - 07:47 PM

Quote

I also absolutely hate the TT engine rules that sub-250 engines have to be taxed of crit slots due to external sinks--it would be a very good buff for Commandos and Locusts alike to make all 10 base sinks built right into the engine no matter what the rating is.


Yeah either allow 245 engines or less to have 10 heatsinks built-in or just get rid of the 10 heatsink minimum requirement. Its an archaic rule that serves no purpose in MWO but to screw mechs under 30 tons.

#119 Thunder Lips Express

    Member

  • PipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 905 posts
  • LocationFrom parts unknown

Posted 11 October 2013 - 07:48 PM

View Postkongman, on 10 October 2013 - 04:34 PM, said:

just as the title says , lights need to be nerfed in a huge way .nothing more to add really .

i wish there was a dislike button...this is the worst lol

#120 Royalewithcheese

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,342 posts

Posted 11 October 2013 - 08:17 PM

Posted Image

...or SSRMs. Or Ballistics/PPCs if you can hit reliably enough. Basically anything that isn't an SRM. Problem solved.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users