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Clan Light Discussion

Balance Gameplay

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#41 Ngamok

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Posted 06 May 2014 - 01:11 PM

View PostDarian DelFord, on 06 May 2014 - 12:01 PM, said:



Ummm no if they are in the fire support role, i will do the same thing I am doing now. Straffing run, by the time the Mediums turn around or anything else targets me I am already gone. Unless of course the giant dorrito chip gives me away because someone seems me coming. I to play a 2 PPC Jenner on my D variant but at 124 KPH. Even hanging with the big guys they are quick to fall, we just can't handle the brawl once people see us. At least the D has the chance to escape with speed I do not see the clan mechs having that option. Not saying they are not going to do damage before they go down. I can just see them being the first targeted and they will be.

ECM PPC'ers are not counted in this... do any of the clan lights have ECM? Did not notice


If you think you'll run around Clan Mediums with the firepower they bring, trying to hit the Lights with the firepower they bring, you're nuts. A Stormcrow and Nova will smoke lights.

#42 Foxfire

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Posted 06 May 2014 - 01:11 PM

View PostFupDup, on 06 May 2014 - 01:07 PM, said:

For Clan mediums, the Ryoken will most likely be a beast due to its blessed base configuration that has a good engine and good pod space. The Black Hawk might be okay, depending on chassis quirks (although it certainly won't be able to use stock loadouts).



The Ryoken has always been one of my favorites of the Clan mechs.

#43 SharpTooth Steiner

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Posted 06 May 2014 - 01:12 PM

View PostDarian DelFord, on 06 May 2014 - 11:21 AM, said:

OK, looking at the clan mechs and hearing some of the few dev posts that I have seen I have a concern for the Light Clan Mechs

To my understanding you will not be able to switch out the Engines that are default. Meaning The Adder (Just using this one as an example) will be stuck with an XL 210 with a top speed of 97 KPH.

I play a jenner and as a light speed is life, and I seriously laugh at any light mech that goes less than 140 KPH to me they are dead in the water, and 6 ML Jenner or Ember or really any other fast light will destroy it in no time.

So with that being said if that mech is stuck with a 210 XL how is it going to survive? Is there something that I do not know about ie more armor points or something. I seriously do not see how the Adder and Kit Fox will at all be able to stand toe to toe with any IS mech.

With that being posted it is a concern of if the devs have posted on this topic or something has been explained I would like to be pointed in that direction. I love my lights but I do not see how this is going to be feasible for those mechs I really do not. Even with the reduced weight in weapons I just do not see it happening.

Just curious is all.

Discussion, comments?



It will have a slight boost to lag-shield and the wonkiest hitbox you will see to date. It will be nearly invulnerable to any damage aside from LRM's.

snicker snicker

#44 FupDup

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Posted 06 May 2014 - 01:14 PM

View PostIraqiWalker, on 06 May 2014 - 01:09 PM, said:

(By the way, when I crop out parts of your response, that doesn't mean I am ignoring them, just that I agree with them on the general principle and it's not worth the space to just post "I agree" and clutter the post)

it is a joke loadout, but at close range the jenner loses against missile (SSRM not LRM) oriented 35 ton clan lights, has an even chance against energy and ballistic oriented ones though.

I'd say it depends on the skill level of the Jenner. If he knows how to stay outside of SSRM range, and/or has good enough aim to land most of his damage where he wants it (i.e. legs), then he stands a solid chance of either kiting the Clan mech to death or very quickly disabling its legs with pinpoint damage (SSRMs are random spread, lasers have more precision). A typical pug Jenner, though, probably would get eaten (because average light pilots can be quite derpy sometimes).


View PostIraqiWalker, on 06 May 2014 - 01:09 PM, said:

Why wouldn't it be able to use stock loadout?

Extremely borked heat system of MWO, especially considering that it ran ultra hot even in the TT board game. Its stock loadout on the prime variant will have the same heat output as 4 ERPPCs. Seeing how just 2 ERPPCs can get very hot with 20 DHS, the 12 CERML loadout just won't be viable. Other stock loadouts will probably run a little too hot as well but not nearly as bad. Custom loadouts should be able to circumvent these issues though.

#45 IraqiWalker

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Posted 06 May 2014 - 01:22 PM

View PostFupDup, on 06 May 2014 - 01:14 PM, said:

Extremely borked heat system of MWO, especially considering that it ran ultra hot even in the TT board game. Its stock loadout on the prime variant will have the same heat output as 4 ERPPCs. Seeing how just 2 ERPPCs can get very hot with 20 DHS, the 12 CERML loadout just won't be viable. Other stock loadouts will probably run a little too hot as well but not nearly as bad. Custom loadouts should be able to circumvent these issues though.

Yeah, 12 ERMLs can be a problem, even when firing 6 at a time. I can also see the abuse from an ML,MPL,SPL,SL mix. Although I know for a fact, that I will try the 12 ERML loadout at least a few times. 2 groups of 6 or 4 groups of 3 might be a fun joke build to run (oh man can you imagine running it with 6 flamers? Hilarious)

#46 FupDup

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Posted 06 May 2014 - 01:24 PM

View PostIraqiWalker, on 06 May 2014 - 01:22 PM, said:

Yeah, 12 ERMLs can be a problem, even when firing 6 at a time. I can also see the abuse from an ML,MPL,SPL,SL mix. Although I know for a fact, that I will try the 12 ERML loadout at least a few times. 2 groups of 6 or 4 groups of 3 might be a fun joke build to run (oh man can you imagine running it with 6 flamers? Hilarious)

Personally, the first thing I'm going to do with a Nova is take off 4 ERML and replace them with DHS. After a few runs, I may or may not replace 2 more of them with 2 more DHS.

#47 Gyrok

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Posted 06 May 2014 - 01:50 PM

Yes, Ghost heat going bye-bye would certainly help mechs like the Nova. Then again, the fact that medium lasers are 5 heat instead of 4 in this game is mind boggling in and of itself. They should not be so hot...

#48 IraqiWalker

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Posted 06 May 2014 - 01:52 PM

View PostGyrok, on 06 May 2014 - 01:50 PM, said:

Yes, Ghost heat going bye-bye would certainly help mechs like the Nova. Then again, the fact that medium lasers are 5 heat instead of 4 in this game is mind boggling in and of itself. They should not be so hot...

Medium lasers are 4 heat.

http://mwo.smurfy-net.de/#weapon_beam

Edited by IraqiWalker, 06 May 2014 - 01:53 PM.


#49 topgun505

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Posted 06 May 2014 - 01:52 PM

Clan lights are, for the most part, DOA from the aspect of fast attack/scout. The exception being the Dragonfly which does have high speed and max armor for its weight class.

Other than that Clans won't have much in regards to fast scout roles (well, and the Dasher).

#50 IraqiWalker

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Posted 06 May 2014 - 02:35 PM

View Posttopgun505, on 06 May 2014 - 01:52 PM, said:

Clan lights are, for the most part, DOA from the aspect of fast attack/scout. The exception being the Dragonfly which does have high speed and max armor for its weight class.

Other than that Clans won't have much in regards to fast scout roles (well, and the Dasher).


I wish we get the Piranha, 2xERMLs, 1xERSL,12 MGs!

#51 FupDup

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Posted 06 May 2014 - 02:38 PM

View PostIraqiWalker, on 06 May 2014 - 02:35 PM, said:


I wish we get the Piranha, 2xERMLs, 1xERSL,12 MGs!

The Piranha is pretty much the crowned king of all troll mechs. Of course, being 20 tons means it would still probably suck in the end, but it could potentially still hurt things that are unaware.

#52 Firelizard

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Posted 06 May 2014 - 02:39 PM

View PostIraqiWalker, on 06 May 2014 - 02:35 PM, said:


I wish we get the Piranha, 2xERMLs, 1xERSL,12 MGs!


This is what happens when a sand-blaster mates with a Firestarter.

#53 IraqiWalker

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Posted 06 May 2014 - 02:42 PM

View PostFupDup, on 06 May 2014 - 02:38 PM, said:

The Piranha is pretty much the crowned king of all troll mechs. Of course, being 20 tons means it would still probably suck in the end, but it could potentially still hurt things that are unaware.


I'd go for assassin mech instead of troll, but yes, you can troll the hell out of people with it.

I ruin people's days with LCT-1Vs and Embers (both mounting only 4 MGs max). With 12 I don't even care that my opponents have armor, I'll chew through it like a hot knife through butter.

View PostFirelizard, on 06 May 2014 - 02:39 PM, said:

This is what happens when a sand-blaster mates with a Firestarter.

Everyone in the room is looking at me funny for laughing so loud. Thank you.

#54 Mcgral18

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Posted 06 May 2014 - 03:03 PM

View PostIraqiWalker, on 06 May 2014 - 02:42 PM, said:


I'd go for assassin mech instead of troll, but yes, you can troll the hell out of people with it.

I ruin people's days with LCT-1Vs and Embers (both mounting only 4 MGs max). With 12 I don't even care that my opponents have armor, I'll chew through it like a hot knife through butter.


For 16.6 seconds, with stock ammo....downgrade a laser for more? You'd want at least 3 tons.

I'd be very happy if they ever include this mech.

#55 IraqiWalker

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Posted 06 May 2014 - 03:19 PM

View PostMcgral18, on 06 May 2014 - 03:03 PM, said:


For 16.6 seconds, with stock ammo....downgrade a laser for more? You'd want at least 3 tons.

I'd be very happy if they ever include this mech.


Actually, for 12 MGs, you'd want at least 4 maybe even 5. 4 Tons of ammo is what you use with a 6MG jager, and that thing has 2 LPLs to compensate. I'm thinking 1 MPL, with 12 MGs, and 4-5 tons of MG ammo, for it to be effective the entire game. Otherwise, You'd be better used by sitting the first 3-4 minutes of the game out, and then diving in. Since your MGs aren't going to be as useful while everyone still has full armor.

However, if you get behind a mech, you will quickly chew through the 16-22 points of armor they have on their back. I can already see it being a great companion to small ECM-capable mechs.

#56 Davers

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Posted 06 May 2014 - 03:32 PM

View PostMcgral18, on 06 May 2014 - 11:29 AM, said:



They've stated you can indeed redistribute the armor, so we can frontload to our hearts content. Adding new armor, I'm not too sure.


Well, the adder will be able to 2 shot a jenners CT (if it isn't completely frontloaded) so...overwhelming firepower might be enough to make up for being slow. They'll be played more like slow meds than IS lights.

We'll see how it turns out. They'll run hot though, we know that.

Considering how good slow mediums are that is not really a good endorsement.

#57 Khobai

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Posted 06 May 2014 - 06:05 PM

Quote

The commando is the quintessential scout mech. It doesn't get scoutier than that.


uh no. in battletech commandos go 97kph. they are not scouts. theyre strikers.

#58 IraqiWalker

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Posted 06 May 2014 - 07:10 PM

View PostKhobai, on 06 May 2014 - 06:05 PM, said:


uh no. in battletech commandos go 97kph. they are not scouts. theyre strikers.


If we're talking TT rules, then yes, a stock commando is a striker and not a scout, (you can still convert it if you want to sink the C-Bills into it, will give it a higher BV, but it can be worth it, then again, that only works in campaigns, where you get to do that.) with a mean punch due to the firepower it can carry.

However, if you want to go by the lore, the commando was a scout. It was built for the Lyran Commonwealth for reconnaissance purposes. It wasn't until the introduction of the COM-2D (nearly 20 years later), and the introduction of better scout mechs like the Wasp, that it became a striker.

In MW:O the commando is more of a scout mech than most other chassis. The only other ones that come close are the Spider, and Locust chassis. For the fact that ECM and tiny frame exist in the former, and miniscule frame that is hard to hit in the latter.

Edited by IraqiWalker, 06 May 2014 - 07:10 PM.


#59 Khobai

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Posted 06 May 2014 - 07:31 PM

Quote

If we're talking TT rules, then yes, a stock commando is a striker and not a scout


the point is people were saying the kitfox shouldnt go fast because its not a scout. well neither are most of the other mechs that go fast. kitfoxes should go as fast as other lights. its ridiculous to impose speed limits on them.

#60 IraqiWalker

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Posted 06 May 2014 - 08:12 PM

View PostKhobai, on 06 May 2014 - 07:31 PM, said:


the point is people were saying the kitfox shouldnt go fast because its not a scout. well neither are most of the other mechs that go fast. kitfoxes should go as fast as other lights. its ridiculous to impose speed limits on them.


It's the only way to keep them balanced, and honestly I think it's not bad, especially considering how insanely expensive everything clan is going to be. Also, the Kit Fox was designed for long range support, and not scouting.

I would love to see what can be done with the Kt Fox, and other clan mechs, if we're allowed to change engines, but that would invalidate most of the IS mechs. The uller will be running around at 106Kph while carrying the firepower of a medium/heavy mech.





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