Remove 10 Hs Requirement Rule
#21
Posted 20 October 2013 - 02:07 AM
Removing the 10HS rule for small engines changes absolutely nothing, EXCEPT lights/mediums die quicker to other lights/mediums because they all now carry more weapons. So what's the point really ?
Lights are not supposed to fight anything bigger than themselves on their own and running in a group of two or more lights (even if "just" LCTs) you can easily take out a lone, bigger 'mech right now.
#22
Posted 20 October 2013 - 02:50 AM
Quote
The point is that "10 HS rule" works as a penalty for light mechs, and the lighter the mech, the more severe the penalty.
#23
Posted 20 October 2013 - 02:58 AM
#24
Posted 20 October 2013 - 03:07 AM
Sharp Spikes, on 20 October 2013 - 02:50 AM, said:
The point is that "10 HS rule" works as a penalty for light mechs, and the lighter the mech, the more severe the penalty.
Exactly, people seem to be missing the point.
How many builds are there for the locust 1v?
two
maybe?
I'm for this mainly for more VARIETY. I had the same issue with the commandos.
I'm honestly surprised by the amount of....negativity that this thread is generating and most the arguments against removing the minimum heatsink rule are....lame.
1) The locust won't be any better because it still has little armor and is 20 tons
Ok, sure. BUT we will have more customization options to better fit our play style
2) The locust shouldn't be an alpha master
Duh, and it won't be with an extra 3 tons, what is your point? You can currently run an ac/2 on a locust ( have seen this done) you can currently run an ppc on a locust (I have seen that done and the player manages to land 6 kills and 700 damage). 3 tons won't add that much to the firepower of the mech but it will GIVE US MORE OPTIONS
3) You want to replaces (such and such mech)
Really?
....
it's a 20 ton mech how exactly is that going to supplant the jenner/raven/spider with an extra 3 tons to play with?
let's compare shall we
locust=20 tons
spider=25 tons
jenner/raven=35 tons
hmmmm
even with the extra 3 tons you aren't gaining enough to even compete with the spider if pure available tonnage.
not to mention that both the spider and raven can have ecm and the locust cannot.
This is not a troll post but something that has bugged many of us for as long as the commando has been in the game and the requirement has existed. It's a mechanic carried over from TT that doesn't need to be and before I get jumped on by that let me just say that TT rules never really intended to run with custom builds. They added those rules as an afterthought to oppese the masses but they did it poorly and in such a way that it could be exploited regularly (like adding half ton bins of machine gun ammo to lower your BV, and if you don't understand that statement don't comment on TT)
#25
Posted 20 October 2013 - 03:07 AM
For example:
Allows for the weight of extra ammo without needing to run with paper thin armor. With 70% heat rating why should that mech need to equip 3 more heat sinks?
Current: LCT-1V
New system: LCT-1V
Edited by Kanajashi, 20 October 2013 - 03:10 AM.
#26
Posted 20 October 2013 - 03:11 AM
Kanajashi, on 20 October 2013 - 03:07 AM, said:
For example:
Allows for the weight of extra ammo without needing to run with paper thin armor. With 70% heat rating why should that mech need to equip 3 more heat sinks?
Current: LCT-1V
New system: LCT-1V
Can anyone guess what the MAXIMUM damage output for that build is?
450
yea, so scary
#27
Posted 20 October 2013 - 03:21 AM
Repeating myself here, again: A 20ton LCT is not supposed to be "a good choice" when it comes to fighting other, heavier 'mechs. Non of the light 'mechs are. If you weigh less than your opponent, you are not supposed to engage in single combat unless you are absolutely sure you can "outskill" him.
The only way to make lights (ALL lights really) viable is to award players for choosing them over an assault 'mech and/or limiting the overall dropweight in a manner that they are necessary to "fill the ranks".
Or by bringing back rearm/repair costs, wich would make lights dirt cheap to maintain compared to that big, fat, stompy Atlas.
Removing the 10HS rule does not do that, does it ?
What would it do ?
It would give a 'mech that is supposed to be weaker than any other mech (but cheaper) the ability to compete with designs it shouldn't.
It's just a band-aid for the underlying problem and might break things further down the road.
PGI wrote on several occasions they are working on ways to reward the light-playstyle. No idea what they will come up with but there is hope: So just wait it out instead of "hotfixing" stuff that may or may not have other undesirable side-effects in the future.
Don't get me wrong, please... I too have those 3 LCTs sitting in my mechhangar and just can't see how it would be much fun getting pwnd by any and all other 'mechs out there. I too am dreading the day may OCD compels me to master them. I just don't see any benefit of "breaking" stuff now, that is working as intended, just because the game is incomplete.
#28
Posted 20 October 2013 - 03:35 AM
42and19, on 20 October 2013 - 03:07 AM, said:
Well said 42and19 (not just the one sentence I quoted above, but your whole statement
I'm totally in for removing the 10 HS min. requirement. Will make playing the locust way more fun ^^
I highly doubt, it will ever be able to compete with the Spider or the Jenner, but well, the Locust is a 20 ton mech, so that's ok.
#29
Posted 20 October 2013 - 03:38 AM
Ironwithin, on 20 October 2013 - 03:21 AM, said:
Repeating myself here, again: A 20ton LCT is not supposed to be "a good choice" when it comes to fighting other, heavier 'mechs. Non of the light 'mechs are. If you weigh less than your opponent, you are not supposed to engage in single combat unless you are absolutely sure you can "outskill" him.
You are trolling, right? I mean, you weren't serious when you wrote that, were you? Even if I remove 3 redundand HSs from Locust it still will have THE THINNEST armour and THE WORST heat dissipation of all mechs. That additional 3 tons won't suddenly make a Locust OP, just will allow for more variety in builds for it.
Quote
Or by bringing back rearm/repair costs, wich would make lights dirt cheap to maintain compared to that big, fat, stompy Atlas.
Quote
What would it do ?
It would give a 'mech that is supposed to be weaker than any other mech (but cheaper) the ability to compete with designs it shouldn't.
It's just a band-aid for the underlying problem and might break things further down the road.
... the trolling continues.
Quote
Don't get me wrong, please... I too have those 3 LCTs sitting in my mechhangar and just can't see how it would be much fun getting pwnd by any and all other 'mechs out there. I too am dreading the day may OCD compels me to master them. I just don't see any benefit of "breaking" stuff now, that is working as intended, just because the game is incomplete.
... and here trolling finally ends.
You are skillfull at getting rise out of people, mister. I could, of course, show that all your arguments are invalid, but you know it yourself and anyone around here see that too, so I won't bother. Welcome to my ignore list.
Edited by Sharp Spikes, 20 October 2013 - 03:52 AM.
#30
Posted 20 October 2013 - 03:44 AM
I'm a rather empathetic person but I really cannot understand the opposition. The only thing I am getting from the posts is that it will make the locust more powerful than the other lights and will break the game and I am not seeing either case no matter how hard I try.
So, post me a wall of text. I can, and often do, read long posts so don't be afraid.
I understand that the locust is supposed to be cheap and weak and that it is built as a scout. I understand that, in general, playing a light is not about getting in combat (I play lights all the time BECAUSE I like spotting for teammates). What bothers me is that there is no real customization for the locust or commandos because there isn't enough to play with. It's not about viability as much as the freedom to play the game how I want to.
Here is an example of what I am talking about
Locust-3S
Would that build be in any way scary on the battlefield? NO! Absolutely not. A single AMS would eat the lrms and the two srms are not enough damage up close to make much of a dent in anything. However, it would be REALLY fun to play.
FUN
That's what I am talking about, making the locust and commando FUN to play, The largest component that draws me to the game is the customization of the mechs and currently the locust and commando are penalized in this aspect just because they have to stack unneeded heatsinks. The developers can't up the engine because their netcode can't support it, nor do I think they should in the case of the commandos. Even when they finally add more scouting rewards what will be the incentive to choosing a locust/commando over a jenner/raven/spider? Hell, people would stay away from the spiders and run just jenners and ravens if it wasn't for the broken hit boxes. There needs to be a reason for the locust/commando/flea and even with CW there probably won't be.
#31
Posted 20 October 2013 - 04:07 AM
42and19, on 20 October 2013 - 03:44 AM, said:
...
The largest component that draws me to the game is the customization of the mechs and currently the locust and commando are penalized in this aspect just because they have to stack unneeded heatsinks.
THAT arguement I totally get. Good point.
@randomrussian calling me a troll:
Please go ahead and explain to me in a PM or two why I am wrong and how I am trolling by simply stating my opinion/suggesting possible fixes to the perceived problem. I don't see any of that in your post, were you trolling me ? oh my...
#32
Posted 20 October 2013 - 06:52 AM
42and19, on 20 October 2013 - 03:44 AM, said:
It's a rule from table top. There's no reason it's in the game other than that.
Edited by Mahws, 20 October 2013 - 06:53 AM.
#33
Posted 20 October 2013 - 07:03 AM
Tokra, on 18 October 2013 - 06:27 PM, said:
The remove of the rule only help these mechs that have ballistic weapons. or do you really want a mech with large laser or PPC with only 6 heat sinks? In best case you can get one free ton from one heatsinks for mechs that dont have more than one laser.
1 ton on a 20 ton mech is more than it seems. That's a serious chunk of ANY weapons payload on a 20 ton mech.
Edited by Xendojo, 20 October 2013 - 07:41 AM.
#34
Posted 20 October 2013 - 09:21 AM
#35
Posted 20 October 2013 - 10:09 AM
Modo44, on 20 October 2013 - 12:57 AM, said:
You don't pilots lights, do you? You do die to them a lot though, I am guessing.
Also, "whining". I don't think that word means what you think it means.
**edit**
Ok, that came out a lot snarkier than I really intended. Well not really, but the post does need something more OT.
Full armor? On a Locust. Seriously? Dude, I have 5 MLs and full armor. Guess what? That means 16 armor on the legs.
A laser and 2 tons of ammo. Hold still for 20 seconds, please, so I can peel away your armor. Or as someone else pointed out, 2 tons of AC/2 ammo is 450 damage max. Sure a laser would add to that, but short on heatsinks remember, and god forbid you are in Terra Therma or Caustic Valley.
Edited by Nick Makiaveli, 20 October 2013 - 10:22 AM.
#36
Posted 20 October 2013 - 10:40 AM
It used to be difficult to justify a Commando prior to the engine cap increase.. now it does have a tad more viability, but the Locust is suffering as a consequence... Jenners+Ravens+ECM variants are left alone, so there is some differentiating... there is really none for the Locust.
As of right now, you really should just deal with what you have now, or just wait it out for the Locust to benefit from a future engine cap buff.
Edited by Deathlike, 20 October 2013 - 10:42 AM.
#37
Posted 20 October 2013 - 11:31 AM
Example: We have a ton of 4-ton engines. Why not 3.75 ton? Why not 3.5? 3.25? 3.0? 2.75? 2.50? Etc.? Why so many engines of the same weight? Would that not be simpler, without jacking up everything else?
#38
Posted 20 October 2013 - 11:31 AM
Ironwithin, on 20 October 2013 - 03:21 AM, said:
Believe it or not, it is possible to mount an ER PPC on a Locust, and still have room for a med laser. Though you could still have more potential damage with 5 sm lasers, the only benefit would be the long range.
Edited by Vanguard319, 20 October 2013 - 11:34 AM.
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