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Is It Any Surprise That Light Mechs Are Routinely <10% Of The Queue Right Now?


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#21 Artgathan

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Posted 19 July 2014 - 06:51 PM

View Postlockwoodx, on 19 July 2014 - 06:27 PM, said:

A lot of people will say the JJ changes were the cause, but actually its the SRM fix that has royally screwed lights.

Quad Six-Packs will take both legs off a spider in one shot if you lead them well enough.


Well that's just not true, unless the Spider has severely decreased the amount of armor on its legs.

28 Armor (Max) + 14 Internal = 42 HP per leg. 4 * SRM6 = 48(ish) Damage - enough for one leg (if all the missiles hit, which they won't), not enough for both.

#22 FupDup

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Posted 19 July 2014 - 06:53 PM

I got a new meme for this thread, fresh off the press.

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#23 A banana in the tailpipe

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Posted 19 July 2014 - 06:56 PM

View PostArtgathan, on 19 July 2014 - 06:51 PM, said:


Well that's just not true, unless the Spider has severely decreased the amount of armor on its legs.

28 Armor (Max) + 14 Internal = 42 HP per leg. 4 * SRM6 = 48(ish) Damage - enough for one leg (if all the missiles hit, which they won't), not enough for both.


/vader Your lack of faith in crits is disturbing.

#24 Vassago Rain

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Posted 19 July 2014 - 06:57 PM

View Postlockwoodx, on 19 July 2014 - 06:27 PM, said:

A lot of people will say the JJ changes were the cause, but actually its the SRM fix that has royally screwed lights.

Quad Six-Packs will take both legs off a spider in one shot if you lead them well enough.


I'm gonna quote this because it's a lovely point that people conveniently gloss over.

Lights were NEVER viable in this game. They remained playable through buggy weapons, buggy hit detection, lagshields, and other issues with the game itself.

Now that more weapons actually function, they get blown up the second a fight starts.

#25 Artgathan

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Posted 19 July 2014 - 06:58 PM

View Postlockwoodx, on 19 July 2014 - 06:56 PM, said:


/vader Your lack of faith in crits is disturbing.


Still not possible. Assuming all the missiles hit both legs evenly, they can't break the armor (thus, no crits). At best they can take out one leg.

#26 Tetryon88

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Posted 19 July 2014 - 07:00 PM

It's pretty much expected. They carry less firepower, have less armor, and typically have less of an immediate impact on the field. People have never liked the support role in games. They perform the role they are required to fill incredibly well, but that doesn't mean people will want to run them.

Just means faster queues for those who like filling the light roles.

#27 A banana in the tailpipe

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Posted 19 July 2014 - 07:03 PM

View PostVassago Rain, on 19 July 2014 - 06:57 PM, said:


I'm gonna quote this because it's a lovely point that people conveniently gloss over.

Lights were NEVER viable in this game. They remained playable through buggy weapons, buggy hit detection, lagshields, and other issues with the game itself.

Now that more weapons actually function, they get blown up the second a fight starts.



Bingo! Lights were suppose to deal with the tanks and infantry, not other mechs.

View PostTetryon88, on 19 July 2014 - 07:00 PM, said:

It's pretty much expected. They carry less firepower, have less armor, and typically have less of an immediate impact on the field. People have never liked the support role in games. They perform the role they are required to fill incredibly well, but that doesn't mean people will want to run them.

Just means faster queues for those who like filling the light roles.


The game primarily rewards players for killing blows so naturally you won't see players rushing to fill the role of mechs not designed for that purpose.

View PostArtgathan, on 19 July 2014 - 06:58 PM, said:


Still not possible. Assuming all the missiles hit both legs evenly, they can't break the armor (thus, no crits). At best they can take out one leg.


How effective is a one legged man in an ass kicking contest?

#28 kongman

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Posted 19 July 2014 - 07:13 PM

View PostLefty Lucy, on 19 July 2014 - 05:51 PM, said:

Lights have the natural disadvantages of having little armor, internal health, and not being able to equip much in the way of weaponry and equipment. This has been balanced in the past by lights having extreme mobility. A good light pilot can choose when and where he or she wants to fight, can get to strategically-important positions quickly, and can often get a view of the developing battlefield before the rest of the team. In high-level play being "harder to hit" doesn't come into play, as a skilled opponent will be able to hit you regardless of how fast you're moving. To wit, lights have always been extremely vulnerable to high-damage alphas removing legs or side torsos in a salvo or two.

Despite this high-risk play style, many of PGI's balance changes have made lights even riskier and less rewarding to play.

Turrets make it so lights can't threaten the enemy team with a base cap.

No-min-range Clan LRMs mean lights aren't safe from guided weaponry up close.

Fall damage means lights will often take significant damage before the enemy is even engaged.

The jump jet nerf means that lights have a much harder time getting out of bad situations, and if you reserve fuel to prevent extreme leg damage you get very little jump jet height in the first place, even with 5+ jj.

Every single balance patch doesn't do anything to get rid of the oft-maligned "pop tart" but cripples high-mobility game play even further.




go cry some more , this is how lights should be.

#29 FupDup

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Posted 19 July 2014 - 07:14 PM

View Postkongman, on 19 July 2014 - 07:13 PM, said:

go cry some more , this is how lights should be.

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#30 kongman

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Posted 19 July 2014 - 07:16 PM

View PostFupDup, on 19 July 2014 - 07:14 PM, said:

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lol..im sorry little fella , i didnt mean it .

#31 Artgathan

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Posted 19 July 2014 - 07:16 PM

View Postkongman, on 19 July 2014 - 07:13 PM, said:

go cry some more , this is how lights should be.


Show us where the Jenner touched you.

#32 Lefty Lucy

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Posted 19 July 2014 - 07:16 PM

View Postkongman, on 19 July 2014 - 07:13 PM, said:




go cry some more , this is how lights should be.


Role Warfare? Hell, lights are more useful in TT than in this game, because at least they have low BV.

#33 RLBell

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Posted 19 July 2014 - 07:21 PM

View PostSkyfaller, on 19 July 2014 - 06:33 PM, said:

This. The fall damage is idiotic when you see a stalker walk off a cliff 3x higher than itself and take no leg damage while the spider falls less than half its own height and takes leg damage. Personally I think lights should simply become immune to fall damage via upgrading the leg structure. Think of it as a new upgrade to the endo-steel / standard category except its an add-on that takes up 1 slot in each leg (no weight cost) and has the mech lose a noticeable amount of DECELERATION capability (not accel) which would make its recovery from jumps take a bit longer when using it.


This is confusing, as the damage is based on how fast the mech is traveling vertically, when it hits the ground and light mechs have a higher vertical speed threshold for damage. The only way for light to take damage falling from a lower height, is if gravity is very sluggish at accelerating assaults.

#34 A banana in the tailpipe

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Posted 19 July 2014 - 07:26 PM

View Postkongman, on 19 July 2014 - 07:13 PM, said:




go cry some more , this is how lights should be.


I see you all the time while soloing. You're in my ELO bracket! (that's not saying much) :(

#35 Deathlike

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Posted 19 July 2014 - 07:57 PM

View Postlockwoodx, on 19 July 2014 - 06:33 PM, said:


Pffft Lights will never be easy targets, but if they leg hum now they're asking for disaster. Lights have been pigeon holed into the scouting roles they should play... and no more of this 400+ damage crap from Raven 3Ls.


Doing 400 damage in Lights doesn't happen often, but the longer you leave a competent Light pilot unchallenged, 400 damage is a really good day (plus, chances are the opfor messed up).

It's actually fun to have better #s than the one/two-digit damage Daishis that waddle on the field.

Edited by Deathlike, 19 July 2014 - 07:57 PM.


#36 mogs01gt

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Posted 19 July 2014 - 08:09 PM

Funny, last year they were ******* every where.. This is what happens when you fix hit registration but not create different game modes.

#37 Rampancy

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Posted 19 July 2014 - 08:39 PM

If you aren't already rolling Adv. Seismic Sensor as a light, get it. Your survivability should at least double.

#38 TercieI

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Posted 19 July 2014 - 08:46 PM

View PostRampancyTW, on 19 July 2014 - 08:39 PM, said:

If you aren't already rolling Adv. Seismic Sensor as a light, get it. Your survivability should at least double.


Because you stopped to use seismic? That would tend to diminish your survivability, I'd think...

#39 Sean von Steinike

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Posted 19 July 2014 - 08:46 PM

View Postlockwoodx, on 19 July 2014 - 06:49 PM, said:


Rearm and Repair would go a LONNNNNNG way towards adding value back into Light Mechs. Too many players take Heavy and Assault mechs for how easy they are to pilot.

No, because lights are packed with expensive XL engines that end up equaling the cost to fix of their large brethren.

#40 Jacobei

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Posted 19 July 2014 - 08:49 PM

Lights are bad.. I am a master light pilot.. - So I would like to get a buff/bonus BUT to be honest I think Medium Mechs have it the worse... Totally useless I can't find one that is useable in a roll that is not just a crippled Heavy or Light variant.





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