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The Assualt Spider Mech


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#21 DONTOR

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Posted 19 December 2013 - 08:27 AM

OP
You preach scouting, capping, so on so fourth yet you do not have a TAG? Get rid of your over powered assult mech killing medium laser and grab a TAG.

#22 Trauglodyte

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Posted 19 December 2013 - 10:45 AM

View Postaniviron, on 18 December 2013 - 04:16 PM, said:

You'll note that if you bring your spider into combat (even with your massive full combat potential of 4mgs + llas) you really don't feel like an assault. Everyone who doesn't fight in lights complains about how tough they are until the pilot in one and get killed or crippled by a single ac20 round after round after round.


This. Plus, the BIGGEST issue with the Spider is the fact that it is both very skinny and has enough JJs on it to constantly be up in the air. That means that if you're fighting a Spider using lasers, you're either going to be missing a lot of spreading the damage around. And if you're using projectiles, you've got an even bigger chance of missing a lot. They take damage mostly appropriately now, its just that weapons are either spreading out too much or they're simply missing outright. That isn't to say that HSR is 100% on target but the Spider just happens to be the biggest culprit where HSR works and you still lose.

#23 stjobe

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Posted 19 December 2013 - 11:34 AM

View PostVeeDog, on 18 December 2013 - 06:01 PM, said:

Lights are not meant to fight, but players are ruining the concept of lights are suppose to be used for. I even encounter lights in combat, while they should be capping, and the team losing. Suppose to back off, scout, hunt find the enemy for the team.

Huh. We really must do this again? Okay, if you insist:


Quote

All 'Mechs weighing from 20 up to 35 tons are classified as "light". Their skeleton can only carry limited armor, but the higher efficiency of smaller fusion reactors means that light 'Mechs benefit from superior mobility. They are typically fast but lightly armed and armored. These 'Mechs are generally used as scout 'Mechs and anti-personnel units instead of frontline combat duty, but some are designated combat 'Mechs with relatively heavy armament. Their low production cost, high proliferation, and relatively good supply of spare parts meant that they saw widespread use throughout history in virtually any role.

Famous light scout 'Mechs include the Locust, Stinger, and Wasp, while the Commando, Jenner, and Panther are powerful combat units for their size. Clan technology provides their designs such as the Adder (Puma) with firepower equalling Inner Sphere 'Mechs twice their size.
http://www.sarna.net...Classifications


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The Commando's profile was radically changed with the introduction of the sophisticated COM-2D variant in 2486, which exchanged the laser weaponry with short range missiles and turned the machine into a striker.
http://www.sarna.net/wiki/Commando


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The primary weapons system on the Jenner is four Argra 3L Medium Lasers, two each mounted in directionally variable mountings on either side. These provide the Jenner with a powerful close-to-medium range striking capability
http://www.sarna.net/wiki/Jenner


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A Capellan variant of the original prototype, the -4X was an attempt to turn the chassis into a pure combat unit.
http://www.sarna.net/wiki/Raven


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The Spider was originally designed by Newhart Industries as a 'Mech to be used by SLDF commando forces. [...] Spiders are generally used as fast strike forces to hit an enemy's rear with lightning speed.
http://www.sarna.net/wiki/Spider

And a couple we don't have yet, but that are still non-scout light 'mechs:


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The design was originally commissioned in 2739 at the behest of the Star League to provide fire support for other light, fast-moving 'Mech units
http://www.sarna.net/wiki/Panther


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The Hollander was introduced in 3054 specifically to carry a Gauss Rifle into combat and act as a sniper.
http://www.sarna.net/wiki/Hollander

Please try to understand that "Scout" is a role, not a weight class. "Light" is a weight class that can perform many roles, "Scouting" is one of them. "Sniping" and "Striking" are two others, and all of them can do the generalist "Combat" role - or they wouldn't be on the field of battle.

#24 Bishop Steiner

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Posted 19 December 2013 - 11:41 AM

View Postmwhighlander, on 18 December 2013 - 06:31 PM, said:



If you have trouble killing lights, its you. Not the light. Most of the hit detection problems have been improved greatly.

/Thread

most times when I get wrecked by Lights its a wolfpack that waits til I am engaged with the big boys. Then howl in nipping at my ankles. Which is how lights should fight. If my own team was better about situational awareness, instead fo everyone trying to solo rambo, we could just beat them off, and finish the fight, but too often what happens is your team gets focused on tryign to be the one to get the kill on whatever mech is crippled, and ignores the wolfpack in thei midst, unless they are the ones getting targeted.

Lights themselves, while occasionally still lag shielded, and hsr is still not perfect, I would say they are far more killable, and about where they should be.

#25 Prezimonto

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Posted 19 December 2013 - 11:53 AM

View PostBishop Steiner, on 19 December 2013 - 11:41 AM, said:

... til I am engaged with the big boys... If my own team was better about situational awareness... we could just beat them off,

Ooohh Myyyy.

Lulz, sorry, I couldn't resist. Something about being done with teaching for two weeks is bringing out the inner teenager.

#26 Tenpin

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Posted 19 December 2013 - 12:33 PM

I exclusively pilot a 3L.
I die a lot. Either to talent, or from my mistakes and misjudgement.

If I am on my game though (and not too damaged), you're dead.

#27 AlmightyAeng

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Posted 19 December 2013 - 12:35 PM

View PostSandpit, on 18 December 2013 - 07:06 PM, said:

I'm glad someone finally got the nerve to post about this :ph34r:


DAMNIT man! I saw this post and thought for sure I'd snake in on this one. Nope. Beaten again.

#28 Shadey99

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Posted 19 December 2013 - 01:12 PM

View PostBishop Steiner, on 19 December 2013 - 11:41 AM, said:

If my own team was better about situational awareness, instead of everyone trying to solo rambo, we could just beat them off, and finish the fight, but too often what happens is your team gets focused on trying to be the one to get the kill on whatever mech is crippled, and ignores the wolfpack in their midst, unless they are the ones getting targeted.

This is exactly how you play a striking light like a LCT-3M, non- 5K Spiders, Commandos, Ravens, or jenners. It is also how you play a Cicada. You simply cannot go toe to toe with other mechs (even badly damaged ones usually) and need to rely on the enemy being distracted or otherwise unable to detect you. Preferably you are not even within effective range of SRRMs for long enough to be locked on to and are evasive enough to avoid any other return fire as you fade away again. Trying to go toe to toe in a light is usually a complete folly.

The LCT-1V and SDR-5K are more vultures, preying on the wounded due to their light ballistics, in combat. They only move in after a target has taken a beating and go for the finish.

All have a place in combat that is not simply 'scouting' or 'tagging' targets. To think that is all they are good for in both TT and MWO is silly.

#29 GuardDogg

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Posted 19 December 2013 - 02:54 PM

Quote

OP
You preach scouting, capping, so on so fourth yet you do not have a TAG? Get rid of your over powered assult mech killing medium laser and grab a TAG.


DONTOR
The laser are for infighting with the big guys, if you know how? Well, many do not. I am not going to tag while infighting someone that is in front of my face. But these little guys is an embarrassment, and it is a joke when they kick ***. Yes they laugh like lights are to be OP over assaults.

#30 Clit Beastwood

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Posted 20 December 2013 - 03:22 PM

What really bugs me is that it never crosses anyone's mind that they just got killed by a very talented pilot. Nope. No sir. A light killed me - they must be broken.

#31 Teshtube

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Posted 20 December 2013 - 04:20 PM

i will say being someone playing in Australia, fighting lights is a no go, its just not happening, Hit detection plus the small but noticeable lag means there is basically no chance of me hitting a light mech with anything but streaks.

that being said, im ok with lights being able to fight, but i would prefer they find someway to stop things like the PPC Cicada, or LL Spider, i get that its not exactly broken, but it just feels wrong, at well as the having somthing snipe you from a distance that it is impossible to shoot it back or catch up with it is frustrating as all hell lol,

but i like the way most lights work, the picking off of the weak, or wolf packing someone who decided to go it alone, or that one guy who is LRMs only (i have been in that position, and i only blame myself for not sticking with the team)

Edited by Set Tesh, 20 December 2013 - 04:28 PM.






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