MischiefSC, on 04 July 2014 - 10:23 PM, said:
I'm still a big fan of having secondary objectives that provide benefits. You 'cap' a point and get sensor range boosts, or a location that will (very slowly) replenish ammo. A destructible location that while it exists provides the equivalent of seismic sensor pings for the whole map of the other team.
Secondary locations that affect the flow of combat. Not critically, but significant. You have to decide if you're going to split up to try and take advantages and then exploit them to roll the enemy or stick together, hit and take one and move from there, or even just try to destroy them all to deny them to either side.
That's what I was talking about with "objective based gameplay". Let's just imagine something like this:
The upcoming swamp map would feature a hill with artillery platforms on top, an airstrip and a small supply depot. You have to capture and hold the artillery platforms to activate artillery strikes. You have to capture and hold the airstrip to allow airstrikes. You have to capture and hold the supply depot to allow for say a small increase in rewards (salvage).
The hill is only accessible with a certain amount of jumpjets (you can bring your poptart Victor, but it'll most likely not sport enough JJ to reach the hilltop, while a Spider, Firestarter, Jenner, Kit Fox, Raven (with JJ) won't have that many problems. The airstrip should be accessible for everyone, so Commandos, Locusts, Ravens (without JJ) and Adders can go for this. The supply depot could come with walls, gates, turrets and everything able to capture.
That's just what I could imagine while writing this and is far from being ironed out. Lights and Mediums are the best way to capture important structures fast, while heavies and assaults still can take those points (make room for JJs or go for the other objectives). You could even just go for the kills, but it'll be much harder to do so.
Bryan Ekman, on 04 July 2014 - 12:21 PM, said:
To reiterate.. this is not representative of light usage, only the current number of players looking for a match with lights.
I fail to see how this makes any difference. Lights are still underrepresented and underused. There'll still be a maximum of 3 per match (never seen a match with more than 3 lights under 4x3). And this would make for 3 mediums, 3 heavies and 3 assaults in the same match (maybe a little variation in those numbers). Could you maybe give us a small chart of total percentages of usage?
ShinVector, on 06 July 2014 - 04:38 PM, said:
Hurray to PGI introducing nerfing that affect Lights more than any other weight class..
Fun fact for those who are not aware...
This patch lights were Triple NERFED !! Yep Heard me Triple !- High fall damage nerf.. Yep everyone knows this.
- Very high collision damage when Jumpjet-ing over other mechs. I believe it applies to typical on ground collisions as well.
- Shock Disturbance benefit for Lights reduced from 80% to 30%.
Hurray !! To PGI balancing... 1% Lights in queue.. You absolutely did it !
Yeah, I love to go into battle with orange leg armor because all your teammates run into you.
Kinda off topic, but 4x3 and the last patch made my light experience even worse. Most of the matches I'm within the top 4 on my team in damage (and we're talking about 350 something...) in my Kit Fox and get legged due to always missing the leg armor before even taking a hit. Heck I even got into a game where I lost a side torso before even taking enemy fire.

I face one sided stomps way more than before. I so want to opt in in the group queue...