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Heavily Biased Against Lights?


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#1 kuloch

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Posted 31 October 2013 - 02:02 PM

So I got a light 'mech with my cadet bonus (and free premium day bonus), because I wanted to start with a play style of being highly mobile, harassing the enemy, and capping effectively. I started playing MWO on release day (wasn't in beta), and I've played 5 previous Mechwarrior games.

Roughly 100 matches later (after about 2 months, as I can play only casually), I only have about 5M cbills saved toward my next 'mech. I typically get 25k to 50k cbills per match. I find that the only way to significantly increase my cbill intake is to mostly forget capping and throw out all the damage I can muster. That isn't much.

It's frustrating that, despite there being a stat for capture assists, I almost never get credit for it - even if I'm capping from start to finish, and even if I"m the only one capping. I can make 6 caps in a game, and the Capture Assist counter at the end will only say 0 or 1 (based on the its mood?). So the game punishes me for helping my team win in a way other than doing damage.

In order to save up for a decent heavy or assault 'mech to put out significant damage, I have to either save up cbills for another 2 to 4 months or scrap this account and create another to get the cadet bonus again.

This system seems broken. Or is it just me?

#2 Vodrin Thales

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Posted 31 October 2013 - 02:11 PM

View Postkuloch, on 31 October 2013 - 02:02 PM, said:

So I got a light 'mech with my cadet bonus (and free premium day bonus), because I wanted to start with a play style of being highly mobile, harassing the enemy, and capping effectively. I started playing MWO on release day (wasn't in beta), and I've played 5 previous Mechwarrior games.

Roughly 100 matches later (after about 2 months, as I can play only casually), I only have about 5M cbills saved toward my next 'mech. I typically get 25k to 50k cbills per match. I find that the only way to significantly increase my cbill intake is to mostly forget capping and throw out all the damage I can muster. That isn't much.

It's frustrating that, despite there being a stat for capture assists, I almost never get credit for it - even if I'm capping from start to finish, and even if I"m the only one capping. I can make 6 caps in a game, and the Capture Assist counter at the end will only say 0 or 1 (based on the its mood?). So the game punishes me for helping my team win in a way other than doing damage.

In order to save up for a decent heavy or assault 'mech to put out significant damage, I have to either save up cbills for another 2 to 4 months or scrap this account and create another to get the cadet bonus again.

This system seems broken. Or is it just me?


Which mech did you purchase? Depending on which light it is there may be a way of setting it up to allow you to do a little more damage and especially tag more enemy mechs to increase your earnings. In general you are correct though in that spotting/scouting/capping are not well rewarded enough and this places lights at a bit of a disadvantage. Spiders, jenners, ravens, and to a lesser extent commandos are capable of putting up good damage numbers with some top end piloting.

#3 nungunz

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Posted 31 October 2013 - 02:13 PM

Cap Assist is only taken into account if you win in Assault. In Conquest, you just cap the points to increase the resource gain.

Capping only gets you so much in either mode (Conquest it is worth more), but you get most of your cash from assists and saviour kills.

What are you driving by chance? 25k to 50k is extremely low, even in a Locust I can net about 80-90k (100k+ on a really good match and about 30K-40k on a bad loss). Before any premium or phoenix bonus.

Jenner and Spiders can make some good cash. A Raven 3L isn't as good as it was before, but can still net good cash.

#4 Bront

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Posted 31 October 2013 - 02:21 PM

View Postnungunz, on 31 October 2013 - 02:13 PM, said:

Cap Assist is only taken into account if you win in Assault. In Conquest, you just cap the points to increase the resource gain.
THere's a cap assist for conquest too, but it's only an XP thing I think.

Which light did you have?

I used to average around 100K-120k in my Jenner, but that was with premium time and pre-nerf for cbills, but you can still earn a good chunk of change with a light. Heck, I was earning 60-70K easily in my locusts (with a few 180k games).

You want to not wade into a fight till your teammates are already fighting, or pick on lone mechs you can take (preferably in a light pack). Spreading out damage a bit helps you get more assists, so does legging mechs. Playing wise and staying alive means balancing your fight or flight instincts, which need to be different than on a larger mech. Not that staying alive is the pure goal, but you want to be alive towards the end game, as that's when lights can rack up the damage.

Try mounting a tag for TAG/NARC bonuses, or make sure if you scout, you target other mechs for potential spotting bonuses (these are spotty, so you may or may not get them). Try to group with other lights for safey, durability, and the ability to take down other mechs as a team. Learn to occasionally NOT fire at an enemy as to keep your presence a mystery.

#5 Redshift2k5

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Posted 31 October 2013 - 03:03 PM

Capping doesn't pay well. Damage, kills, and assists are the bigpayoffs.

This is a known issue, and improvements to the economics of lights/scouts is coming.

Try to ask if allies have LRMs and collect spotting assists. Try to hit each enemy at least once to farm Assists. (you can hit them once and then move on, if they die later you get an assist)

#6 DEMAX51

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Posted 31 October 2013 - 03:07 PM

Unfortunately, there aren't many rewards geared toward Lights at the moment, but they are looking at better ways to reward Lights and Mediums.

Rewards for capture assist in Conquest are only given if your team wins by gathering the full 750 resource points, and even then I think it is only an XP bonus.

Some Lights, such as the Jenner-F, are very good at dealing damage and getting kills and assists, which is the best way to earn c-bills. Focus on hitting as many enemies as you can each game, as this will give you a bigger bonus for assists. Also, target weak spots on enemy 'Mechs (meaning components that have no armor remaining and are down to internal structure), as you get a nice bonus for component destructions. Personally, the Jenner-F is my favorite 'Mech, and I am able to earn 100-150k each match with it pretty reilably - even without premium time.

Just hang in there, the more you play the better you'll get and the higher your earnings will be.

Edit: If you can post which 'Mech you're using along with your loadout for it, I can give you more specific tips too :)

Edited by DEMAX51, 31 October 2013 - 03:12 PM.


#7 mailin

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Posted 31 October 2013 - 03:20 PM

I agree with all of the previous comments. Still, I do prefer to play lights over any other classes. Take a TAG and use it, and lock targets for your teammates and the grind is less grindy. Also, if an enemy light is capping your base and your can get there and kill him on your base you can get a defense kill (or whatever they call it). Also, there are savior kills that will can net a bit of extra cash.

#8 Nema Nabojiv

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Posted 31 October 2013 - 03:23 PM

View Postkuloch, on 31 October 2013 - 02:02 PM, said:

harassing the enemy, and capping effectively.
......................
I typically get 25k to 50k cbills per match.

Stop capping and start harassing then. There is four good reasons in doing so:

1.You get more money for assists and dmg.
2.You actually helping the team to win.
3.Fighting is fun, capping is not.
4.Everybody hate capwarriors.

#9 LauLiao

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Posted 31 October 2013 - 03:43 PM

Isn't 25K the absolute minimum for just showing up, regardless of any damage, win or lose?

#10 Breeze

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Posted 31 October 2013 - 04:00 PM

Rewards for pure recon duties are low, and hopefully that will be tuned soon. I primarily play in light mechs as well, and have come to terms with that fact.

Kill assists are a great way to earn more income, and could be a real benefit to the team. I've done drive-by PPC-ing on multiple enemy mechs as I zoom towards an objective. But if you aim to be more useful, stick with your team mates. Keep enemy lights off your Assaults' backs, and earn a few kills. And heavy enemy mechs tend to ignore you if they're concentrating on your heavy hitters, letting you take multiple pot shots and even nabbing the killing blow.

I often play the role of ECM escort to the main body in my Raven 3L, and that's been a real benefit to the team.

I'd also recommend spending some time in alternative classes of mechs. That's a great way to boost your income (with kills and the like), but also for you to learn the strengths and weaknesses other mechs PLUS get a handle on what your team-mates need when you're back in your light.

#11 Alaskan Nobody

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Posted 31 October 2013 - 05:10 PM

View PostDymdr, on 31 October 2013 - 03:23 PM, said:

Stop capping and start harassing then. There is four good reasons in doing so:

1.You get more money for assists and dmg.
2.You actually helping the team to win.
3.Fighting is fun, capping is not.
4.Everybody hate capwarriors.



1. True: as noted by many, the rewards are currently geared toward damage dealing
2. Sometimes: I cannot tell you how much more often I have won because I have NOT been in the fight
3. Opinion: There are many who argue that winning is more fun, regardless of how it is done
4. FALSE: see 3

#12 mailin

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Posted 31 October 2013 - 05:20 PM

I only play capwarrior for two reasons: 1) To disrupt and separate the enemy. (In this case I wait to begin capping until our brawlers have engaged and I get off cap as soon I realize more than one enemy is returning to base.) 2) To win when all else fails. Otherwise, yeah, I HATE capwarrior.

#13 Corison

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Posted 01 November 2013 - 05:57 AM

To be honest, this game is heavily biased in FAVOR of lights. B) Just not in the reward system.

Lights were never meant to stand up to heavier mechs in combat, both in lore and TT they are SCOUTS and only engage heavier units when given no choice, or with greater numbers. They simply packed neither the firepower or armor to stand up in a fight. Most lights would only last a single round against a heavier opponent in Table Top. Unlike MWO were they have super powers to help them both avoid getting hit and avoid taking full damage.

MWO has just given them super power, since there is no real role for them in this type of games. The map size, match time, and player numbers simply do not allow them to do their job. A lights job is done hours before the first shot is ever fired.

Edited by Corison, 01 November 2013 - 05:58 AM.


#14 New Day

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Posted 01 November 2013 - 05:59 AM

View Postkuloch, on 31 October 2013 - 02:02 PM, said:

So I got a light 'mech with my cadet bonus (and free premium day bonus), because I wanted to start with a play style of being highly mobile, harassing the enemy, and capping effectively. I started playing MWO on release day (wasn't in beta), and I've played 5 previous Mechwarrior games.

Roughly 100 matches later (after about 2 months, as I can play only casually), I only have about 5M cbills saved toward my next 'mech. I typically get 25k to 50k cbills per match. I find that the only way to significantly increase my cbill intake is to mostly forget capping and throw out all the damage I can muster. That isn't much.

It's frustrating that, despite there being a stat for capture assists, I almost never get credit for it - even if I'm capping from start to finish, and even if I"m the only one capping. I can make 6 caps in a game, and the Capture Assist counter at the end will only say 0 or 1 (based on the its mood?). So the game punishes me for helping my team win in a way other than doing damage.

In order to save up for a decent heavy or assault 'mech to put out significant damage, I have to either save up cbills for another 2 to 4 months or scrap this account and create another to get the cadet bonus again.

This system seems broken. Or is it just me?

Get a spider. Or as the savvy put it, turn on god mode.

#15 Cybermech

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Posted 01 November 2013 - 06:19 AM

I would not get a spider, since its paper thin and is not god mode like it used to be.
If your going for lights I'd get a jenner-d first if your having trouble aiming against other lights.
Jenner-F can be a evil light and against other lights you just shoot the leg, against bigger mechs you go for disabling shots (torso's) or already weak components.

Ac20 mechs will always be your worst enemy.
Always make sure your front is not facing the enemy.
Bap will cancel out enemy ecm when under think 150m.

Scout, don't engage all the time, you have the speed advantage so use this to plug in the holes your team aren't filling.

#16 Xeno Phalcon

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Posted 01 November 2013 - 06:24 AM

Now that iv got my locusts all speed tweaked with a 190XL im actually doing about what I would normally average (90-100k a win) though last night I had a PHENOMENAL match where I raked in a whoppin 141k.

That being said yeah iv you want to play lights I recommend the bigger ones they are more forgiving for mess ups slightly, also with the current trend of founders mechs finally getting a hero variant we are likely to see a hero jenner in the future.

#17 Buckminster

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Posted 01 November 2013 - 06:26 AM

Unfortunately, C-bill rewards for lights are hard to come by. I'll pull 100-120k in my Locust on a great game, but those are rare, I'm typically getting in the 40-50k range.

The two things I can think of are Premium time and TAG. I personally don't like using Premium time, as I can't play consistently enough to feel that I'm getting my moneys worth. But using TAG is a good way to get XP and C-bills for assisting your teammates.

#18 Macbrea

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Posted 01 November 2013 - 06:48 AM

If you're wanting to play conservative as a light pilot your going to have boring games. Generally speaking, most games for me look as follows:
  • Is it Conquest or Assault?
    • Conquest: Run to fire base to left and start capping until team catches up
      • Once team has arrived at your point, Run to Enemy start point and start clearing their cap. Note, you probably won't be finishing this one.
      • Once, the 1 or 2 mechs come back to investigate you circle strafe them to get damage on both
        • If only 1 mech showed up stay on that one until you take off a limb a the bare minimum
        • If more then 1 showed up just do basic damage on them and run away
      • At this point, Look up at your map and see which points the enemy is trying to capture. That will be a light.
      • Go after that light, you will probably end up chasing it about for a bit wasting some combat time.
      • Once you have either killed that light or lost it, head to the main combat and try hitting everything at least once that is till alive.
      • Pick off the truly wounded
    • Assault: Ok, from the start we are going to do something that may seem odd. We will run along the outside of the map until we reach the enemy base.
      • Upon arriving at the base you are only going to pass through it. This will alert the enemy team that you are there. They should send back 1-3 lights, possibly 1 other mech.
      • If only 1 mech comes back follow above tactic on it.
      • If more then 1 mech comes back do light damage then run back toward middle.
      • Pass by your friends with the squirrel that is chasing you.
        • If your team is smart they will stand still and shoot the focused chaser.
        • If your team isn't too bright they will chase the squirrel
      • When passing through the enemy forces try and tag everything with even light damage
      • if you get a large mech off to the side circle it a bit til you take off an arm.


So, as you see, your job really is harasser. Alerts that you are capturing the enemy base send some players in a frothing rage. They will leave combat to run half way across the map to take shots at you. If you tag them once and run off into the distance, it will only further infuriate them. Your goal is to get the opponent to scream at you through the empty voids of the internet. They absolutely hate people that cap and your goal is to use that against them.

Edited by Macbrea, 01 November 2013 - 06:49 AM.


#19 Kazly

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Posted 01 November 2013 - 06:57 AM

Watch this, from peefsmash.

Not much there that you aren't going to pick up playing lights for a while, but its a good overview of how to play lights effectively.

#20 Peter2k

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Posted 01 November 2013 - 07:09 AM

Was running around in my founders Jenner and a TAG in a lance, they sported 2 mechs with supporting LRM's and one LRM boat

I was tagging like crazy, combined with a target decay, jumping, harassing.
Killed 2 mechs, one of those I kinda stole, but I was just popping my lasers into everything red-marked that moved, and had loads of assists.

I scored 280k, however bear in mind that's with 25% bonus of my mech and premium time, but still.

Get a TAG and target decay, don't cap, there is simply no money in a match won through cap without doing damage.
Support you're team, get on some teamspeak if possible.
It's fine if u cap to distract, but u have to know when to pull back.
Also good players can see if it's only one mech capping by the time it takes to cap.

In a pug match I score 50k if My team loses and am taken out early by a lucky shot(think dual ac20/gaus)

I score 500 damage in that Jenner (4 medium, 2 streak, nothing exotic) half the matches, 1/4 of those matches quite more, 1/4 quite less
assists pay more than kills, but if you only cap u don't get those of course either.
TAG is a money maker (if someone has LRM's).
Actually a jump ECM spider that TAG's should net quite some cash, if piloted in a skilled and team oriented fashion.

On the capping issue, my lance mates and me rather die guns blazing than win through lame cap(not talking about capping in an unwinable situation at the end of a match)
But also bear in mind that I have seen some realy crazy/skilled piloting of some light pilots defeating 3, even 4 mechs alone at the end of the match (they there damaged obviously), winning through fighting.





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