Almond Brown, on 30 January 2014 - 10:34 AM, said:
What kind of scares me about this type of change is the "fundamental" shift it introduces to the BT base. Why not just reduce the Energy weapons beam times by some value (50% to start) and leave the ballistics as they are meant to, and have always, been.
What the hell do you tell the "new player" who fires an AC20 but only gets 8 damage? Talk about your WTF kinda moment.
You think trying to explain GH is confusing to them?

Two problems with that suggestion. The first one is that it does nothing to address what I am talking about. The second is that you have to approach zero duration for beam style weapons to make them balanced with AC weapons.. which would further exaggerate what I am talking about.
Firewuff, on 30 January 2014 - 07:33 PM, said:
Every time I see this is is almost funny. I took out 3 mechs in a commando with single heatsinks and not even all the basics mastered. 2 were heavies and one was an assult. Only thing that stopped me was I lost my med laser and ran out of SRM ammo. You can'tpull 1k damage but on that occasion iI did over 500.
If you think they are death traps your doing it wrong.
Rules for light pilots
DONT go toe to toe with an atlas or pretty much any other mech
ENGAGE enemy that are already damaged or engaged in a fight with some one else. They will likely ignore you to their peril
USE cover. Remember that rock that only gets to an assaults waist will give you full cover
USE your speed. Flank and attack from behind while the assults play pushy face.
BE patient sometimes waiting an extra 2 second befor breaking cover will make them think you ran off
BACK OUT OF COVER... If you need to get behind it again you are far fast moving forward
You will occasionally get a twin ac20 to the face but in most mechs that can be deadly or almost so. Accept that and be braver than these chichenshits in pusst armored underpants
Funny thing is, I do pretty much all of those.. and I get quite a few matches where I get 3-4 kills by picking off the damaged targets because I waited to hit weakened targets. I've also had quite a few matches where I'm either removed from the match early or outright destroyed because someone noticed me and took a pop shot that drilled one of my legs or hit my back armor.
I wouldn't mind having that vulnerability if I had something to contribute outside of being a mid-late match vulture. This mindset requires that you don't really contribute a lot to the match for the initial phases. It is also very dependent upon both the map types and the areas that the fighting is happening on each maps.
Flanking and hit and run styles work great in maps with ample cover.. your Frozen City, Crimson Straights(the city areas), city areas of River City, and certain areas of Tourmaline Desert. To a lesser extent, you can get away with it in the Canyons if you have jump-jets. What options are there in more open maps? Alpine Peaks, Terra Therma(to a lesser extent but spread out enough to make the style harder), Forest Colony(where the options are going choke points that are typically heavily guarded or open spaces that can be hit from said choke points).
I accept that the light mechs should be vulnerable and I don't try to go toe to toe with heavy and assault mechs.. but there needs to be a viable contribution that you can make throughout all phases of a match that is speed based to justify trading durability and firepower for speed.
So yes, I can spend half a match with limited contribution so that I can pick off a few kills but I can't help but feel that, with the current set up of the game, I would be able to contribute more to my team if I loaded up my Battlemaster or Cataphract.
Edited by Foxfire, 02 February 2014 - 03:05 PM.