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Slow Clan Light Problem Solved


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#21 Diablobo

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Posted 11 June 2014 - 02:13 AM

I suppose the Kit Fox and Adder could be used to guard against infiltration, but the Stormcrow can do that better.

#22 MonkeyCheese

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Posted 11 June 2014 - 02:20 AM

The 2 slow clan mechs DO have a use

You just dont go into driving them expecting them to be fast scouts or pests. I drive 2 ravens at 99kph and have no problems at all surviving.

Sure they both boat weapons (ac20 raven 4x and 2erppc 2ml or lrm20 3ml on my 2x raven) but the 2 coming clan lights boat so much more firepower, even if it is balance nerfed in line with the IS mechs.

They have to be played as light escorts for bigger slower mechs.

When driving my slow ravens while other faster lights are off pestering and what not I find the bigger people in my team and stick close to them. When the heavies and assaults begin to engage at say 40-80kph I am going from cover to cover taking shots or swinging behind the enemy brawlers at 99kph and if it is a long range build I "snipe" with the other long range mechs.

If my slow ravens are alone they are easy prey yes but so would a slow kitfox or adder.

Simple dont run off like a fool, stick with the firepower and support them and always think about your surroundings.

The kitfox "Might" get its c variant ecm and 3ams arm, which would increase its survivability but who knows with "new" ecm mechs and the state of ecm. It prob wont but I can dream, since the $30 kitfox was the only pack I was bothered to pay for.

Edited by MonkeyCheese, 11 June 2014 - 02:21 AM.


#23 Diablobo

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Posted 11 June 2014 - 02:32 AM

Yes, the only possible way for Kit Foxes and Adders to be able to do any good is to stick close to their teammates.

The problem with that is the Clans have no scouts or fast harasser mechs. Going toe to toe and chestbump facegrinding is fine, but the best units have scouts and fast harassers.

The Fenris and Dragonfly would fill that huge and very flawed gap in the Clan touman. They have to have them. The only mistake bigger than starting a land war in Asia is going to battle without scouts or fast strikers.

:huh:

Edited by Diablobo, 11 June 2014 - 02:34 AM.


#24 MonkeyCheese

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Posted 11 June 2014 - 02:38 AM

View PostDiablobo, on 11 June 2014 - 02:32 AM, said:

Yes, the only possible way for Kit Foxes and Adders to be able to do any good is to stick close to their teammates.

The problem with that is the Clans have no scouts or fast harasser mechs. Going toe to toe and chestbump facegrinding is fine, but the best units have scouts and fast harassers.


For the people who really care about the immersion thing and will only run clan mechs it really sucks I know but I am sure they will introduce faster mechs eventually

Or just alter the speeds of the 2 we got or give em masc or something (whenever that gets fixed). I know that is straying from cannon but hell it has been done already

and then there is this little interesting thing that Paul posted here http://mwomercs.com/...urning-to-3049/

Quote

However, if the Inner Sphere players are organized, they can even change the course of BattleTech history and try to stop the Clans in their tracks.

Edited by MonkeyCheese, 11 June 2014 - 02:38 AM.


#25 Vassago Rain

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Posted 11 June 2014 - 02:49 AM

Money well spent.

#26 Kyynele

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Posted 11 June 2014 - 02:58 AM

So, the solution to the clan lights being bad is to make other mechs that wouldn't be as bad. OK.

#27 Ph30nix

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Posted 11 June 2014 - 03:08 AM

to me im going to see most clan lights as just more mobile fire support.
You are going to have to play clan lights completely differntly then IS lights which may or may not be a good thing. You wont be able to run all over the map and take pot shots and you will still suffer the same as any light that if you are exposed to mutliple enemies you are probably toast BUT if you pick your targets better the amount of pain you can rain down on an enemy will be fairly scary.

#28 RangerGee412

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Posted 11 June 2014 - 05:05 AM

Just because they are light mechs doesn't mean you have to play them like their IS counterparts. It will require a new play style that people have to figure out.

#29 Bobzilla

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Posted 11 June 2014 - 05:06 AM

View PostPh30nix, on 11 June 2014 - 03:08 AM, said:

to me im going to see most clan lights as just more mobile fire support.
You are going to have to play clan lights completely differntly then IS lights which may or may not be a good thing. You wont be able to run all over the map and take pot shots and you will still suffer the same as any light that if you are exposed to mutliple enemies you are probably toast BUT if you pick your targets better the amount of pain you can rain down on an enemy will be fairly scary.



View PostRangerGee412, on 11 June 2014 - 05:05 AM, said:

Just because they are light mechs doesn't mean you have to play them like their IS counterparts. It will require a new play style that people have to figure out.




So play clan lights like IS mediums. Why not take a clan medium, and play like a medium, but being superior all around?

There is no debate about if they can be useful, the debate is why take them at all when you can have a clearly better mech in every way.

The only way Clan lights will be valid in any way is if their acceleration, turning, twisting, deceleration, terran movement are all off the charts compared to Clan mediums and IS lights.

#30 RangerGee412

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Posted 11 June 2014 - 05:14 AM

View PostBobzilla, on 11 June 2014 - 05:06 AM, said:


I think their role will be limited scouting but mostly anti light. At 97 kph you will be able to follow the fast lights for a little while and hit them. You cant keep up with them but you can stay within range to do some damage while they try to run






So play clan lights like IS mediums. Why not take a clan medium, and play like a medium, but being superior all around?

There is no debate about if they can be useful, the debate is why take them at all when you can have a clearly better mech in every way.

The only way Clan lights will be valid in any way is if their acceleration, turning, twisting, deceleration, terran movement are all off the charts compared to Clan mediums and IS lights.


#31 Samziel

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Posted 11 June 2014 - 05:26 AM

Clan lights are different. There is other ways of playing lights, and having 106 kph with tweak is enough for you to flank for example. If an IS light comes and tries to duel me in my Kit Fox, I will beat the heck out of him with SSRM24.

#32 General Taskeen

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Posted 11 June 2014 - 05:45 AM

As far as I'm concerned, Slow Lights only have a decent role in Stock vs. Stock, which is what their original configurations are designed for.

Stock Mech events have proven that with the slow 81 km/h Raven (pocket medium), 97.2 km/h Ambush Commando, and the "Tank Scout" 97.2 km/h Firestarter. Those Mechs are actually no joke in Stock Mode, they are actually fairly decent in that kind of gameplay. They are in the "in between" zone of lightly armored, and faster Jenners, Locusts, or Spiders, where as there speed (and sometimes heavier armor) affords them enough escape room to get away from other Heavy, Assault Mechs, and most (but not all) Mediums.

Since PGI didn't bother with a Stock Mode to began with, which is their loss, Clan Lights stuck at a specific speed will barely be able to scout vs IS Omni Solaris Mechs. All they can do is act as fast Mediums, with less armor than actual Mediums. In the main customization mode, players like to stick the biggest engines possible on Mediums, Heavies, and Lights, which will be able to close the distance easily enough with an Adder or Puma.

Edited by General Taskeen, 11 June 2014 - 05:48 AM.


#33 El Bandito

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Posted 11 June 2014 - 05:53 AM

This is what the Clans should have had as Light mech. It will take another 2 years and a freeborn Khan to make it a reality though.

http://www.sarna.net/wiki/Phantom

Engine 360 XL

Speed 151.2 km/h

Primary Configuration

1 x ER Medium Laser
1 x LRM-5
1 x ER Small Laser
1 x ECM Suite
1 x TAG
1 x Active Probe


Alt config A

1 x ER Medium Laser
2 x LRM-5
5 x ER Small Laser


Alt config C

1 x ER Medium Laser
1 x Flamer
8 x ER Small Laser
Targetting Computer

Edited by El Bandito, 11 June 2014 - 06:01 AM.


#34 3rdworld

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Posted 11 June 2014 - 05:57 AM

So I was looking for replacements for the Uller/Adder....Omni mechs 30-35 tons that took part in the invasion.

I can only find 3, the Uller, Adder, Hakyu

The Hakyu could probably be a decent replacement running 142.56 w/tweak w/JJs. But it is far less "iconic" than the Uller I would say.

#35 Kirtanus

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Posted 11 June 2014 - 06:06 AM

View PostEl Bandito, on 11 June 2014 - 01:37 AM, said:


Thought Jenner was obsoleted by the Firestarter.

cant say anything about public games, where the only firestarter is ember. but i made a number of private dules with my mate comparing jenner and firestarter. From our tests jenner-f(d) is still stronger than firestarter. And if you are in love with ember (which really good in frag stealing anyway) - try get it against Oxide with 4xSSRM2.

#36 Livewyr

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Posted 11 June 2014 - 06:08 AM

I didn't pre-order any clan lights for 2 reasons..
1: The Stormcrow is just as fast, with more armor.
2: They'll be the first ones available by Cbill. (Which I will have plenty of after selling most of my IS inventory.)

#37 El Bandito

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Posted 11 June 2014 - 06:10 AM

View PostKirtanus, on 11 June 2014 - 06:06 AM, said:

cant say anything about public games, where the only firestarter is ember. but i made a number of private dules with my mate comparing jenner and firestarter. From our tests jenner-f(d) is still stronger than firestarter. And if you are in love with ember (which really good in frag stealing anyway) - try get it against Oxide with 4xSSRM2.


You mean the Oxide with no JJs? That Oxide? Haha. Also, Jenner CT is a bullet magnet.

I do understand the value of missile slots, though they are only useful for dueling against Lights. Against anything heavier...not so good.

Edited by El Bandito, 11 June 2014 - 06:13 AM.


#38 InspectorG

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Posted 11 June 2014 - 06:15 AM

Well, as far as i understand, clan mechs are 'stuck' with a certain engine.

A 'cheap' fix would be modules that let you upgrade to one or two different engines. Just like IS customization but only allowing maybe one or two different engines.(which pgi could control the max speed not only by chassis but also by variant)

I guess if we get more 'urban' maps with more cover, lights would be a bit more viable. Otherwise with no role to play, ist usually more worthwhile to roll a heavier mech.

#39 El Bandito

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Posted 11 June 2014 - 06:19 AM

View PostInspectorG, on 11 June 2014 - 06:15 AM, said:

Well, as far as i understand, clan mechs are 'stuck' with a certain engine. A 'cheap' fix would be modules that let you upgrade to one or two different engines. Just like IS customization but only allowing maybe one or two different engines.(which pgi could control the max speed not only by chassis but also by variant) I guess if we get more 'urban' maps with more cover, lights would be a bit more viable. Otherwise with no role to play, ist usually more worthwhile to roll a heavier mech.


Still, it would be nice if PGI had actually made Light role bit more rewarding. It will go a long way to diversify the game.

#40 BLOOD WOLF

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Posted 11 June 2014 - 06:22 AM

View PostKhobai, on 11 June 2014 - 01:37 AM, said:


Even if we get both those mechs, the Kitfox and Puma will still be slow... and the faster lights will just obsolete the slower ones. Thats not any kindve good solution. A good solution is one that makes all clan lights worth using.

Can we wait till after they come out to give analysis.





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