RampancyTW, on 04 July 2014 - 10:29 AM, said:
Dude, any enhancements to light mech combat capability is going to make them ridiculous.
If you want to buff me when I'm Jennering, by all means go ahead, but just remember that you asked for the light mechs of doom when you go crying to the forums about them.
I can't really hear what you're saying while you're pressing your e-peen into my ear.
I'm sure there's a guy out there who does great with a flamer-equipped Locust. That doesn't mean the Locust is fine.
Sandpit, on 04 July 2014 - 10:32 AM, said:
I think most would agree the whole "nerfing" things to make the game easier is getting tiring. There are tons of other options available that don't involve nerfing anything. I'd much rather they investigate those first.
Part of the problem with this game is every time something is added or changed it's immediately called for to nerf it. All that does is continue to water the game down in the eyes of many. If it was the only way to resolve the issue I'd agree but there's plenty of other options
This fear of nerfing seems irrational to me. If you're balancing two factors, the basic way is to buff or nerf. If you take away the nerfing option, you end up with two outcomes.
A) Inflation. If you're just making things more and more deadly, then pretty soon you have matches lasting 15 seconds.
B] Weird quasi-nerfs that don't get to the root of the problem. Like "ECM too powerful? It's now possible to counter ECM by shooting a small, medium and large laser simultaneously, at a teammate within 120 - 140 meters, if you're airborne. Problem solved."
People hate it when PGI nerfs weapons, but if their only way to achieve balance is to keep buffing, then they will also have to buff the amount of internal hitpoints and armor on mechs, to keep up with the weapon inflation. And then adjust fall damage, damage from overheating, damage from crits and.... pretty soon, you have a nice snowball effect.
If you're tuning game balance, it makes no sense to stop nerfing.
Gorgo7, on 04 July 2014 - 10:35 AM, said:
Yes you are wrong.
In so many ways that last paragraph is awful.
Sentence one.-Lights are already VERY agile, Assaults do not need to be less pointy. I have NEVER met an assault that I cannot get around on in a light.
Light mechs are clearly not inferior...they simply are lighter in terms of tonnage. you take a single 80 ton assault with three module slots and I will come at you with 4 locusts and twelve module slots. You die.
Try wrapping your head around that.
There's no need to condescend.
Maybe you're a great light mech pilot, I don't know. I've never heard of you. But on average, I notice that light mech pilots are really having a hard time against heavier mechs. True, that's just the games that I have personally observed. But what mechs do elite players take if they're playing 12-mans and will do anything to win? Jenners?
TheFlannelBeard, on 04 July 2014 - 10:37 AM, said:
What's this? Another light player complaining? Because the actually majority player base thinks lights are overpowered hard to hit weasels who complain and ***** about not being invincible which they nearly are already?
#mysides
I know it's easier to imagine that every MWO player is either a light player or an assault player, but most of the people playing since 2012 have one or two favourite mechs in every weight class. My favourite light mech is the Raven, my favourite medium mech is the Griffin (used to be Centurion), my favourite heavy mech is the Catapult (used to be CTF-3D with dual gauss) and my favourite assault mech is the Victor (used to be Awesome, but I got sick of playing hard mode all the time).
This isn't about me, so there's no need to resort to ad hominem. It's about what's going on for most players in most matches and, more importantly, what's going on in elite level play.
Edited by Alistair Winter, 04 July 2014 - 12:03 PM.