

So Pgi Why Do You Think Assaults Are The Most Played Chasis?
#21
Posted 06 June 2014 - 05:33 PM
#22
Posted 06 June 2014 - 05:57 PM
I have nothing against them, I'm just not interested.
Why would I?
I like heavies and assaults and that's why I choose them. If I want fast, twitch, run and gun I'd play Hawken.
#23
Posted 06 June 2014 - 06:15 PM
#24
Posted 06 June 2014 - 06:42 PM
#25
Posted 06 June 2014 - 06:53 PM
Every mech has its place but no mech was made to fight the enemy alone, the assaults attract the fire while everyone else focus's fire and supports.
#26
Posted 06 June 2014 - 07:10 PM
1. We have derptastically designed maps. Most of them are the size of a shoebox, which makes it very easy to find the enemy (aka no scouting needed) and it's hard to hide (aka go for frontal assault). Also, the movement code restricts mechs into very specific and predictable funnels for advancing, which means it's even easier to know where fights will happen.
2. Our rewards system is designed to make you have to farm assists, kills, and/or damage in order to make a living. Enough said.
3. Our XP trees basically only give you more mobility. This means that mechs which are not supposed to be mobile end up getting boosted by it just as much as mediums and lights.
4. Objectives are currently pointless most of the time. The most common strategy by far is to simply steamroll the enemy team and mop up any survivors the main blob is dead.
#27
Posted 06 June 2014 - 07:25 PM
Sephlock, on 06 June 2014 - 05:14 PM, said:
Don't know about him, but I know my lights run UAV every time

I love those people, because a lot of them aren't really all that good at covering their backside.

That said, it takes a lot of grit to pilot a light, especially with the status of the meta right now. You have to have balls of steel and play with utter abandon to do well, and it's such a twitchy playstyle that a lot of people just don't do well at keeping up with it.
#28
Posted 06 June 2014 - 08:13 PM
Darian DelFord, on 06 June 2014 - 01:43 PM, said:
My personal answer to that is because damage is so key to advancing C-Bills and XP. Cursious as to what PGI thinks of this and more importantly what they will do about it.
There are plenty of ways to earn c-bills, exp without doing high damage. You can earn alot of c-bills and exp through kill assists, component destruction, savior kills, and spotting/narc bonuses. In other words, if you focus on helping your team, it can pay off. If all you worry about is trying to make kills then yeah, loadup you assault and smash away.
Examples:
Firestarter

Spider
d

#29
Posted 08 June 2014 - 01:06 AM

And another on my Jenner:

Now, granted, those were each in games where I got a lot of combat, but my lights outperform my heavier mechs almost every time. Don't count those little buggers out!
#30
Posted 08 June 2014 - 01:33 AM
lights are at the top of the heap, at least according to aggregate stats as of march. Those numbers aren't super useful, but unless you assume premium time players are driving more lights than non-premiums it doesn't matter for purposes of this discussion.
It's easy to understand the reason for this when you think about it: the biggest line items in the match rewards are almost always assists and savior assists. Kills contribute bills also, but if you were hypothetically trying to maximize revenue you'd try for 12 savior assists every game. Lights make up in assist potential what they don't do in damage.
#31
Posted 08 June 2014 - 02:03 AM
1. They assume bigger is better.
2. They assume because they cost more they are better.
3. Because of lack of regional servers some have performance issues in fast mechs. (so I have been told)
4. Because of sub-par computers, fast mechs cause performance issues for some. (so I have been told)
5. And last but not least, the cool guys like to jump up and down going "pew pew pew".
Edited by Dozier, 08 June 2014 - 02:05 AM.
#32
Posted 08 June 2014 - 02:22 AM
My lights make more money than my heavy. They can put out more damage than an atlas by far.
You are probably thinking, "What? Noi way that's bullcrap lets have a pissing contest"... Well, if we were both standing there together pushing out damage, yeah the atlas might win. In a real battle, hmmm, perhaps not (damage stats).
Why? Well, its not ALL about the biggest weapons. You have to ask yourself;
Can I get to a fight quick enough? Can I get in and out of sight quick enough? Can I fire off a lot of small lasers and remain within my heat threshold? Can I survive long enough to be able to push out more damage?
These are all real world (well, in game situational) questions. This is why the Atlas, for instance, serves better as a battering ram and a firestarter with 6 med lasers is better at slice and dice.
And hey, my poptart Jester with 4 ppc's doesn't usually hit the top of the damage tree. Poptarts are well over rated, lol. I laugh when I see threads about them.
#33
Posted 08 June 2014 - 02:26 AM
In practice a skilled pilot can carry very well in mediums and lights.
P.S. This same trend can be seen in similar games. In WoT for instance the most played class are heavy tanks and tank destoyers with big guns, even though mediums have more carry potential in higher tiers.
Even if the meta shifted so meds and lights were most powerful, the heavier classes would still be the most played in PUG matches.
Edited by Marmon Rzohr, 08 June 2014 - 02:27 AM.
#34
Posted 08 June 2014 - 02:30 AM
Marmon Rzohr, on 08 June 2014 - 02:26 AM, said:
In practice a skilled pilot can carry very well in mediums and lights.
P.S. This same trend can be seen in similar games. In WoT for instance the most played class are heavy tanks and tank destoyers with big guns, even though mediums have more carry potential in higher tiers.
Even if the meta shifted so meds and lights were most powerful, the heavier classes would still be the most played in PUG matches.
There's some truth to this. I personally feel no satisfaction in driving a lumbering slow mammoth for the sake of a few extra points of damage. Heck, give me a slice and dice 6x med laser FS9-K. Way more fun.
#35
Posted 08 June 2014 - 06:17 AM
AssaultPig, on 08 June 2014 - 01:33 AM, said:
Thank you for that, quite interesting numbers.
I've always done rather well for myself in my lights, but it's a major on/off thing; either I get a healthy CB/XP total (mainly by making sure I get enough assists) or I die with nothing much to show for it - there's really not much of a middle ground where I do so-so.
I'm also quite a terrible heavy/assault pilot, so perhaps my belief that those earned more than lights was because I know I'm bad at those but still earn comparable to what I do in my lights. Perhaps it's just easier to earn well in a heavy/assault? Or perhaps there's more room for the so-so matches, and they make up the difference?
Either way, thanks for putting some numbers on things and showing me that my preconceptions at least in part were wrong.
#36
Posted 08 June 2014 - 06:35 AM
Light and medium pilots play for the challenge and ability to display genuine skill amongst a sea of metawhores. It's that simple.
#38
Posted 08 June 2014 - 07:13 AM
Dozier, on 08 June 2014 - 02:03 AM, said:
I can actually attest to this one.
My PC performance (on low) will drop to ~20-25 FPS (sometimes lower, and sadly, down 5-10 FPS from when I started 9 months ago due to patch issues) when I'm in the heat of the battle with a mech. I still pilot lights, and do so quite effectively, but it can be difficult at times, particularly when I do hit an FPS Speed bump. Beyond that, low settings make the mechs harder to see. I helped a friend build his PC and tested MWO out on it (never saw the FPS on that drop below 80 on very high), and it was amazing how much easier it was to play a light. Specifically, I could focus fire on individual mech parts better, because they were actually where I was aiming and easy enough to make out.components.
Part of the problem I have with the game state in general, is many players are afraid of getting their mechs dirty. So, those brawling mediums that help pile on the damage while the assaults and heavies draw fire? They're toast once they draw fire. Want to play a harrassing light? It helps when there's a sustained fight and not the long range fire fest that often happens. Some of it is everyone wanting to be a glorified sniper, so you can get mechs designed for that on your team and no brawlers, but it's also people being afraid to take damage at all, and the "Very dangerous, you go first" attitude many players have.
I have a great W/L record on my Atlas even though it's K/D and damage numbers aren't that great. Why? Because I know how to soak damage and lead charges in it. I take a ton of damage, and eventually die, but dish out to seriously punish a few mechs, and meanwhile my teammates remain relitively untouched and take out enough mechs to turn the game into a roll. Under 2 kills and under 300 damage, but clearly a tide turning mech.
Sadly, there's no rewards for that either besides winning.
#39
Posted 08 June 2014 - 07:13 AM
FupDup, on 06 June 2014 - 07:10 PM, said:
4. Objectives are currently pointless most of the time. The most common strategy by far is to simply steamroll the enemy team and mop up any survivors the main blob is dead.
heh. Got an Assault match on Alpine earlier, enemy camped the high ground above the north base, so i suggested we hit their base to force them out.
It worked. They had to stream down the hill directly in front of us, then funnel into the laughable cover the buildings provide, generating a 6 - 0 score.
But despite yelling at the 4 'mechs standing on the base to get out when it was at 2/3rds capped, we ended up winning early by cap. Rewards were lower than if we had simply stomped the rest of the team.
Thats what needs changing.
Capping that base should be the goal of the Assault match. Not just something you do when a Light shuts down in a corner.
IMO we should just change the Win Condition so that even if all 12 'mechs are dead, you STILL have to take out the Base. Meaning, if you just deathblob, win the knifefight with a handful of beatup wrecks you still have to fight your way past 5 turrets are get at the base itself.
Ammo dependent 'Mechs would be required to bring backup weapons, or expend more tonnage on Ammo, since you would need enough extra ammo to deal out an additional 1k+ damage to drop all the turrets if you happen to be the last man standing.
Wishful thinking, i guess.
#40
Posted 08 June 2014 - 07:35 AM
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