Malakie, on 15 May 2014 - 03:56 PM, said:
I understand your frustrations but none of the issues you're facing are a result of imbalance. It's a matter of game mechanics, and you can benefit from these mechanics as well.
There are 4 viable light mechs and loadouts currently. The
JR7-F, the
JR7-D the
FS9-E, and the
RVN-3L. None of these mechs have firepower or playstyles even close to the average medium mech or heavy. They are all limited in dmg/heat and range. Range is the big kicker here. The only mech that has any is the 3L but that mech is horrid in a short range fight due to its DPS problems. The rest are limited to ~300m effective. Meanwhile a typical Shadowhawk will be running some kind of autocannon and energy setup, probably giving it an effective range of up to 700m or so, while a heavy will either be a brawl setup with AC20s and energy backings (giving it much more DPS) or a sniper setup with PPCs and autocannons. Furthermore mediums and heavies will have front loaded weaponry whereas lights all have lasers, requiring a hold on the target for 1s. The damage output of lights is lower than any good medium or heavy build.
Heavies do have the speed and agility if you're building them right to track any mech moving at any speed and any range. Assaults are able to as well, though there are some issues when, say, a STD 300 Atlas is fighting a Locust at 170kph sub 50m. This is the major reason why the heavy and assault vs. light matchup is drastically in the bigger mech's favor.
An alpha strike from a heavy mech, assuming it's a proper build, ranges from 25-40 damage. This is crippling to a light unless you're hitting different components with every shot. Your build, which
I'm assuming is this, is
not good for taking out light mechs. It's somewhat OK at being a long range mech but close range versus a light your PPCs, if the light knows what they're doing, will be doing 0 damage and AC2s have to be the worst weapon at killing a light besides LBXs, since they spread damage everywhere. Lights die to high damage weapons best, not to DPS weapons.
If you're expecting a light mech to fall over just due to you shooting them once, giving you an opportunity to shoot them again for free, then that will completely destroy any validity light mechs have in the game. The class is boned enough as is in high Elo play, since one to two shots will just about always take you out of a fight and people can aim.
Lights can't destroy any mech in 'seconds' unless that mech has already been crippled. Let's take an Ember for example, the light mech with the most DPS, versus your Jagermech. I'm going to assume that this Ember pilot has perfect aim and is hitting your right torso with every shot, from the front. The Jagermech build I linked has 52 armor in the front, with an internal health of 30, giving it 82 total health. An Ember has 9 maximum DPS for 40 seconds. Your 52 armor will last 5.7 seconds from the Ember, essentially 2 alpha strikes considering that the medium lasers have a cooldown period of 3 seconds. So, 6 seconds total. The Ember's DPS changes now that your internal structure is exposed, effectively doubling its machine gun DPS, raising it from 1 to 2. This gives the Ember 13 DPS. Your Jagermech has an internal health of 30, as I mentioned. This gives it a TTD of 2.3 seconds, and to make the numbers nice let's just say that's 2.5. So, 8.5 seconds total for your Jagermech to die, if this Ember has perfect hit reg, perfect aim, and you aren't torso twisting at all. 8.5 seconds, due to the medium lasers having a cooldown of 3 seconds, is realistically 3 alpha strikes. Due to the inherent hit reg problems that lasers have, I'd expect 4. Now, if we assume you aren't brand new to the game and know how to torso twist, the TTK for this Ember will go up
massively. The Ember will spread damage to your other side torso and CT, which should at the very least triple the time it takes for him to kill you.
Meanwhile your Jagermech has a DPS of 13.48 for 9 seconds. The Ember I linked above has a total of 40 health. You will kill him in about 3 seconds. Now this isn't realistic either since you're not going to be hitting the same component with the weapons you have, but at least until that Ember closes with 90m you have the advantageous matchup due to the 20 pinpoint damage coming from the PPCs. Chain fire only exacerbates this problem.
This is the first Mechwarrior game where lights are not completely hung out to dry in the combat area. All classes have viable mechs in them. The optimal playstyles between the classes are incredibly different. Assaults need to have some kind of weakness and that weakness, currently, is them being alone. Even this still needs adjustments considering how agile they are. You can't give one mech class all the armor, all the weapons, and all the agility. Since this game has zero respawns there needs to be a reason to bring a light mech from the get go and PGI, barring a few balance problems, has obtained that goal.