Jump to content

When Is The Fix For Lights Coming?

Gameplay

146 replies to this topic

#61 Almond Brown

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 5,851 posts

Posted 02 May 2014 - 07:26 AM

View PostJoseph Mallan, on 02 May 2014 - 05:50 AM, said:

That is a problem cause the game only has one role right now... And Spiders, Commandos and some other lights were NEVER meant to be front line fighters.


Well, there is a Game mode where Light and Fast are beneficial. But in the Conquest Matches I drop into, the Lights on both sides are the center pieces to the MurderBalls that roam around the center of those Maps as points go untouched.

So a Catch22 ensues. C-Bills or Cap loses that likely should not really happen, or C-bills and a possible Win, Lose or Death to the heavy hitters?

Decisions, decisions.. ;)

#62 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 02 May 2014 - 07:33 AM

The lights that give me the most trouble are the ones who fight fire with fire: when the meta gets long range, lights with ERLL with even more range have a lot going for them. Dual ERLL (bonus points if you have ECM) and darting in and out of cover, flanking well to the side to get new vantage points & spotting, etc are very effective.

Running into the middle of a bunch of bigger mechs and expecting not to be shot is foolish; This may have worked in the past but that's not what lights were ever intended to do.

Try watching some NGNG streams, especially players like Edmiester, one of the best light pilots period. You might learn some tricks.

#63 Odins Fist

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,111 posts
  • LocationThe North

Posted 02 May 2014 - 07:43 AM

View PostDarian DelFord, on 01 May 2014 - 06:04 PM, said:

"When Is The Fix For Lights Coming?"


What are you talking about..??????? So now that hit detection is working while you pilot a light, and you no longer have as much of a crutch with HSR, you're mad..???

ANY Mech that gets hit should take damage.. Have a swell day.

EDIT: On a side note, I haven't seen a huge increase in hit detection lately, so i'm not sure what you are talking about.

Edited by Odins Fist, 02 May 2014 - 07:45 AM.


#64 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 02 May 2014 - 07:46 AM

View PostAlmond Brown, on 02 May 2014 - 07:26 AM, said:


Well, there is a Game mode where Light and Fast are beneficial. But in the Conquest Matches I drop into, the Lights on both sides are the center pieces to the MurderBalls that roam around the center of those Maps as points go untouched.

So a Catch22 ensues. C-Bills or Cap loses that likely should not really happen, or C-bills and a possible Win, Lose or Death to the heavy hitters?

Decisions, decisions.. ;)

I Win/lose more to Cap on that scenario than I do to combat... :D

#65 Lostdragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,713 posts
  • LocationAlabama

Posted 02 May 2014 - 07:54 AM

View PostAlmond Brown, on 02 May 2014 - 07:26 AM, said:


Well, there is a Game mode where Light and Fast are beneficial. But in the Conquest Matches I drop into, the Lights on both sides are the center pieces to the MurderBalls that roam around the center of those Maps as points go untouched.

So a Catch22 ensues. C-Bills or Cap loses that likely should not really happen, or C-bills and a possible Win, Lose or Death to the heavy hitters?

Decisions, decisions.. ;)


I play lights most of the time and I never queue for Conquest because capping is boring. If they reduced the cap time for this mode back to the shorter time it used to be I might start playing it again, but I have absolutely no interest in standing in a box for 3 minutes. The longer cap times made the game much less strategic also in that there comes a point fairly early in many game where it is not possible to catch up on points because it takes so long to cap nodes. It is very frustrating to see people not realize that and insist on trying to win by cap when it has become mathematically impossible.

#66 Whompity

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 380 posts
  • LocationNew Brunswick, Canada

Posted 02 May 2014 - 07:59 AM

If you're getting sniped from 500+ in a light, you're visible too long. Light mechs used as skirmishing brawlers and relying on lagshields and bad HSR are pretty much a thing of the past. Frankly, that's good, as they should never have existed. The light role is scouting, harassing and intel. Do as much of that as you can while not getting hit, which is less about running fast in the open and a lot more about putting big things between you and stuff shooting at you. If you're playing a sniper light, you need to move a lot from spot to spot. As soon as the heavy you've been shooting in the back sees you, reposition. Not 10 feet, either. Getting into snipe-fests with larger mechs is dangerous if they know where you are.

Edited by Olivia Maybach, 02 May 2014 - 08:02 AM.


#67 MeiSooHaityu

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 10,912 posts
  • LocationMI

Posted 02 May 2014 - 08:04 AM

View PostDarian DelFord, on 01 May 2014 - 06:04 PM, said:

The question is.... What are lights suppose to do about it.


Move, move and move. Run fast, zig-zag, and use terrain and other mechs for cover. Hit and fade.

A hit detection bug should not be a valid defense. It will be improved on, and as it does, tactics will need to evolve and improve.

#68 Funkadelic Mayhem

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,811 posts
  • LocationOrokin Void

Posted 02 May 2014 - 08:07 AM

Im with the OP.
The ravens legs hit box was increased because of bad hit reg. Now that the hit reg is working a lot better the ravens legs hit box needs to be made smaller again.

#69 Almond Brown

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 5,851 posts

Posted 02 May 2014 - 08:16 AM

View PostJoseph Mallan, on 02 May 2014 - 07:46 AM, said:

I Win/lose more to Cap on that scenario than I do to combat... ;)


Well damn Joe. Now I am jealous. It sucks to watch our Lights die and the ticker sit idle. I would Cap myself, honestly I would, but then I start to get angry texts from the dead Lights and the other Assault pilots. LOL! :D

View PostLostdragon, on 02 May 2014 - 07:54 AM, said:

I play lights most of the time and I never queue for Conquest because capping is boring. If they reduced the cap time for this mode back to the shorter time it used to be I might start playing it again, but I have absolutely no interest in standing in a box for 3 minutes. The longer cap times made the game much less strategic also in that there comes a point fairly early in many game where it is not possible to catch up on points because it takes so long to cap nodes. It is very frustrating to see people not realize that and insist on trying to win by cap when it has become mathematically impossible.


You do know WHY they changed the timers right? :D

Edited by Almond Brown, 02 May 2014 - 08:14 AM.


#70 Lostdragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,713 posts
  • LocationAlabama

Posted 02 May 2014 - 08:22 AM

View PostAlmond Brown, on 02 May 2014 - 08:16 AM, said:


Well damn Joe. Now I am jealous. It sucks to watch our Lights die and the ticker sit idle. I would Cap myself, honestly I would, but then I start to get angry texts from the dead Lights and the other Assault pilots. LOL! ;)



You do know WHY they changed the timers right? :D


Yeah, because people were ninja capping in assault mode and there were rivers of tears being shed. It made no sense to change the cap time for conquest, and now that assault has turrets that prevent most ninja caps there is no need for 3 minute cap timers on conquest.

#71 nimdabew

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 211 posts

Posted 02 May 2014 - 08:25 AM

View PostDarian DelFord, on 01 May 2014 - 06:11 PM, said:

Really starting to tick me off. I am being sniped far better than I have ever been. My numbers have plummeted since this last patch. Hit detection is getting better. The problem is now, for those that do not have 20 tons of armor we are screwed.

ROFL OK I am a Jenner Pilot since closed beta, I know how to play the mech and my stats back it up. However even i can't beat out hit detection. Even I am finding it much easier to leg lights in a light. There is a difference. My question and the point of this thread is not to debate piloting skills, but to ascertain the point of playing lights when damage is king now.


This. I have a video I have to upload that I am piloting my commando. Had rely yellow armor. I step out of cover for about 5 seconds, while moving, and I just died. PPC/Gauss hit to center torso and co pletly destroyed. It isn't a pilot problem per se, but PPFLD problem. As long as that is the meta of the game, lights will be one shotted.

#72 tynothy drake

    Member

  • Pip
  • Knight Errant
  • Knight Errant
  • 12 posts

Posted 02 May 2014 - 08:25 AM

Just making sure I am understanding this correctly. People (light pilots are people too) are complaining that now, when they get hit by a weapon, they actually TAKE the damage from the weapon. How unspeakable. How unfair. How could they fathom such a biased system...

#73 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 02 May 2014 - 08:29 AM

View PostLostdragon, on 02 May 2014 - 08:22 AM, said:

Yeah, because people were ninja capping in assault mode and there were rivers of tears being shed. It made no sense to change the cap time for conquest, and now that assault has turrets that prevent most ninja caps there is no need for 3 minute cap timers on conquest.


Well, the moral of the story is that crying rivers of tears works ... a lot! ;)

Edited by Mystere, 02 May 2014 - 08:30 AM.


#74 Scratx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,283 posts

Posted 02 May 2014 - 08:32 AM

View PostMystere, on 02 May 2014 - 08:29 AM, said:


Well, the moral of the story is that crying rivers of tears works ... a lot! ;)


Yep. Sometimes, though, I almost wish they'd take a cue from this instead. (unless they are, given how they haven't modified ECM... )

Posted Image

#75 Fang01

    Member

  • PipPipPipPipPipPipPip
  • Fury
  • Fury
  • 993 posts
  • LocationNew Jersey

Posted 02 May 2014 - 08:35 AM

View PostRoland, on 01 May 2014 - 06:36 PM, said:

I'm pointing out to you that for many of us, we have very low pings normally, and as a result we've never benefited from lag shields.... So for us, nothing has changed. Our mechs are no easier to hit now than they were previously.

But light mechs don't require a lag shield to function effectively.


Preach on brother! Damn Fios has never let me experience the so called legendary durability of the Spider chassis. I still manage to do rather well ;)

#76 nimdabew

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 211 posts

Posted 02 May 2014 - 08:42 AM

View Posttynothy drake, on 02 May 2014 - 08:25 AM, said:

Just making sure I am understanding this correctly. People (light pilots are people too) are complaining that now, when they get hit by a weapon, they actually TAKE the damage from the weapon. How unspeakable. How unfair. How could they fathom such a biased system...

I am against PPFLD, not taking damage.

#77 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 02 May 2014 - 08:46 AM

View PostScratx, on 02 May 2014 - 08:32 AM, said:


Yep. Sometimes, though, I almost wish they'd take a cue from this instead. (unless they are, given how they haven't modified ECM... )

Posted Image

Mewtwo has no tear ducts!

#78 Lostdragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,713 posts
  • LocationAlabama

Posted 02 May 2014 - 08:53 AM

View PostKhajja nar Jatargk, on 02 May 2014 - 08:35 AM, said:


Preach on brother! Damn Fios has never let me experience the so called legendary durability of the Spider chassis. I still manage to do rather well ;)


I too was disappointed the Spider was not, for me at least, the unstoppable killing machine the forums made it out to be.

#79 L A V A

    Member

  • PipPipPipPipPipPip
  • The Grizzly
  • The Grizzly
  • 308 posts
  • LocationOn the beach!

Posted 02 May 2014 - 08:59 AM

Who needs large lasers? Talk about cheese...

Four MGs are your best friend. :D

All this chit chat about what light pilots can do is all very good. But for a new player trying to grind lights in an essentially damage based game can be a nightmare.

Oh, and I've played lots of different games and this is the first I have ever played where yanks complain about lag. Europeans have had to deal with the problem since internet gaming began and thus leading their targets is not a new concept.

Perhaps this is why EU teams are far better than US ones. ;)

#80 Pale Jackal

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 786 posts

Posted 02 May 2014 - 09:00 AM

Certainly, many lights and Cicadas do need to play more conservatively. You have speed and maneuverability, so you can be exactly where you are needed: which is where your team has superiority. Alternately, hit and fade to distract some heavier foes, but don't over-expose yourself.

Yet lights and mediums are clearly not the favored 'mech types, as you can see in any assault game. I am actually OK with lights and mediums being weaker than heavies and assaults, but I sure hate when every match is 75-90% heavies and assaults.

There's no point in a light hunter configuration when there's no lights to hunt.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users