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Lights Are Not Fine!


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#1 Funkadelic Mayhem

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Posted 03 October 2014 - 01:19 PM

Posted Image




. end of story!



#2 Kain Demos

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Posted 03 October 2014 - 01:26 PM

Light 'mechs have a much higher skill ceiling and the majority of people will just flock to whatever is easiest to play.

I don't really see a way for them to encourage light usage beyond additional rewards (c-bills, xp) for piloting lights or doing "light mech" stuff like spotting, narcing, scouting, ecm/ams shielding, etc.

#3 Tezcatli

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Posted 03 October 2014 - 01:28 PM

Being a light pilot is hard business. I mistakenly thought I could finish skilling one of my Firestarters.

#4 CDLord HHGD

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Posted 03 October 2014 - 01:28 PM

We are also dealing with the flavor of the month. Got a screenshot from when the Anansi or Firestarter was released? Need more comparative data......

#5 nehebkau

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Posted 03 October 2014 - 01:28 PM

"They" need to consider how their changes affects all mech weight classes; jumpjets, laser heat and range and falling damage impacted light mechs FAR more than the heavier chassis and made them substantially harder to play.

Nothing more frustrating then walking (ok at 150 kph) down a gentle slope and getting constant leg damage

Edited by nehebkau, 03 October 2014 - 01:29 PM.


#6 A Man In A Can

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Posted 03 October 2014 - 01:29 PM

Light mech quirk buffs and rewards are on the way, so hang tight.

#7 CDLord HHGD

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Posted 03 October 2014 - 01:29 PM

View PostTezcatli, on 03 October 2014 - 01:28 PM, said:

Being a light pilot is hard business. I mistakenly thought I could finish skilling one of my Firestarters.

I have skilled out/mastered every one of my lights including all the Hero/Founders/Phoenix/Invasion/Sarah's. While some were tough (Anansi), once I found a build it was smooth sailing (almost).

#8 Foxfire

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Posted 03 October 2014 - 01:32 PM

As long as they allow for isntant convergence, being a light pilot will always be limited to the lower tiers of skill level.

As is, with instant convergence to pin point accuracy with isntant targeting (aka magic dorito), Light mechs will always be relageted to meritocracy in competitive matches.

#9 Trede

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Posted 03 October 2014 - 01:40 PM

View PostFoxfire, on 03 October 2014 - 01:32 PM, said:

As long as they allow for isntant convergence, being a light pilot will always be limited to the lower tiers of skill level.

As is, with instant convergence to pin point accuracy with isntant targeting (aka magic dorito), Light mechs will always be relageted to meritocracy in competitive matches.


Well, I laughed. When I see myself and other light pilots (sometimes even in *gasp* tournament level play) pulling more damage than the similarly-skilled Dire-whales, I tend to think that light mechs aren't relegated to mediocrity (I think that's what you were trying to say)

#10 MonkeyCheese

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Posted 03 October 2014 - 01:42 PM

View Postnehebkau, on 03 October 2014 - 01:28 PM, said:

"They" need to consider how their changes affects all mech weight classes; jumpjets, laser heat and range and falling damage impacted light mechs FAR more than the heavier chassis and made them substantially harder to play.

Nothing more frustrating then walking (ok at 150 kph) down a gentle slope and getting constant leg damage

^THIS^

#11 Foxfire

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Posted 03 October 2014 - 01:43 PM

View PostTrede, on 03 October 2014 - 01:40 PM, said:


Well, I laughed. When I see myself and other light pilots (sometimes even in *gasp* tournament level play) pulling more damage than the similarly-skilled Dire-whales, I tend to think that light mechs aren't relegated to mediocrity (I think that's what you were trying to say)


Not what I am trying to say at all. The point I am making is that there is a certain point where any minor mistake on the part of a light pilot can easily spell instant death. No other weight class can say that, though Mediums are closer to lights than any other weight class.

#12 Trede

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Posted 03 October 2014 - 01:44 PM

View Postnehebkau, on 03 October 2014 - 01:28 PM, said:

"They" need to consider how their changes affects all mech weight classes; jumpjets, laser heat and range and falling damage impacted light mechs FAR more than the heavier chassis and made them substantially harder to play.

Nothing more frustrating then walking (ok at 150 kph) down a gentle slope and getting constant leg damage


To be fair, I saw...somewhere (if I find it, I'll edit this post and add it) that they're changing the m/s threshold for leg damage. It's going to be much higher for lights, meaning you won't have to worry about this.

EDIT: Fall Damage
I have instructed the team to make a small adjustment to fall damage for Medium and Light class 'Mechs. Currently Medium, Heavy, and Assault class 'Mechs all take falling damage at 35 m/s, with Light class 'Mechs starting at 38 m/s. After some more testing, we have decided to leave Heavy and Assault class'Mechs as they stand, but we will be slightly increasing Medium class 'Mechs to 39 m/s and increasing Lights to 46 m/s.
I feel this will feel a little bit better for the more mobile Medium 'Mechs and provide a much better feeling for fast-moving jump-capable Lights overall.
ETA: Oct 7th patch.
http://mwomercs.com/...tober-road-map/

Edited by Trede, 03 October 2014 - 01:46 PM.


#13 LowSubmarino

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Posted 03 October 2014 - 01:44 PM

Lights suffer most from mwo's arcade style gameplay. They are meant to cover great distances and are thus most effective on the biggest maps in mwo. They would shine in a more simulation oriented game. With much longer rounds, giant maps and multiple objectives.

There, as opposed to here, you would be at a major disadvantage without them. They are the ones providing intel which is completly obsolete in mwo no matter what anybody says. You can see the mechs spawning in the distance on most maps here.

But ppl probably dont want rounds that last much longer than 15 mins and dont want to cover greater distances. I can understand the developers line of thought.

Personally I would have preferred a heavy simulation instead, with a lobby where ppl vote on player suggested routes the team will then choose. With specific roles that need to be filled and the forums that disculls the best routes and strategies.

Longer games, much much bigger maps, more scouting, more objectives, with landing pads that can be secured for reinforcments (e.g. respawn) or other resources that provide each of the teams mechs with artillery or airstrikes, and other points that provide repair. So each team has to consider where to go and what suits their playstyle best.

There are so many more ideas which would be possible.

Mwos combat is great fun. They did a good job with it. But I would have loved a way more complex gameplay.

That is, in my opinion, why lights just arent as effective in mwo.

#14 Foxfire

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Posted 03 October 2014 - 01:44 PM

View PostTrede, on 03 October 2014 - 01:44 PM, said:


To be fair, I saw...somewhere (if I find it, I'll edit this post and add it) that they're changing the m/s threshold for leg damage. It's going to be much higher for lights, meaning you won't have to worry about this.


Yeah, they are addressing that aspect at least.

#15 Adiuvo

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Posted 03 October 2014 - 01:48 PM

View PostTrede, on 03 October 2014 - 01:40 PM, said:


Well, I laughed. When I see myself and other light pilots (sometimes even in *gasp* tournament level play) pulling more damage than the similarly-skilled Dire-whales, I tend to think that light mechs aren't relegated to mediocrity (I think that's what you were trying to say)

In top tier tournament level play if a light is ever getting the same or more damage as your teammates, your teammates screwed up hard.

They're simply outclassed, primarily due to a lack of agility. All of the top picks nowadays can keep pace with them. TWs. Victors. Lights need a boost to accel/decel/turn rate across the board.

#16 Trede

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Posted 03 October 2014 - 01:48 PM

View PostFoxfire, on 03 October 2014 - 01:43 PM, said:


Not what I am trying to say at all. The point I am making is that there is a certain point where any minor mistake on the part of a light pilot can easily spell instant death. No other weight class can say that, though Mediums are closer to lights than any other weight class.


Of course one mistake can spell death in a light. It REQUIRES more SKILL to pilot them. Period. You're speed/cover/ECM tanking, not armor tanking. Isn't that kind of the whole point? A well piloted light will kill an Atlas/Dire Whale 1v1 9 times out of 10. A poorly piloted light is a greasy smear on the battlefield.

#17 Trede

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Posted 03 October 2014 - 01:51 PM

View PostAdiuvo, on 03 October 2014 - 01:48 PM, said:

In top tier tournament level play if a light is ever getting the same or more damage as your teammates, your teammates screwed up hard.

They're simply outclassed, primarily due to a lack of agility. All of the top picks nowadays can keep pace with them. TWs. Victors. Lights need a boost to accel/decel/turn rate across the board.


Show me the TW with ECM running 150+. They can't keep pace. In a lot of the recent tournament games I've watched, lights survive through the fight because they are using hit and run tactics...and they aren't as "big of a threat" (or, to be fair, target) as some of the other 'Mechs. Again, one mistake can mean death, but if they play their cards right lights can survive longer, meaning they have more time to deal damage.

Edit: Granted, TW's were not allowed in the aforementioned recent tournaments, as they are not currently available for c-bills...but they were outdamaging Summoners and Dire Wolves

RHOD Open Division Finals, Game 4:
FS9-E 397dmg
JR7-F(C) 331dm
SMN-PRIME 325dmg
(all three of these were alive at the end)

Edited by Trede, 03 October 2014 - 01:59 PM.


#18 Funkadelic Mayhem

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Posted 03 October 2014 - 02:01 PM

Fall damage was and will never be my problem. If anything I take more leg damage from friendly's plowing into me from behind and charging straight thru me then I do fall damage.

The problem is with the addition of clans, one alpha from someone who can barley aim will core any part of any light mech. All you have to do is get close now, not accurate. Then you have the people who can aim and a light can take 1-2 well placed shots and the light is useless at that point.

Edited by Funkadelic Mayhem, 03 October 2014 - 02:14 PM.


#19 Green Mamba

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Posted 03 October 2014 - 02:04 PM

Well I stated in an earlier thread this week.I enjoy piloting light mechs,I like the speed and the ability to get up hills and sure I may not get the damage that heavier mechs get, but as long as there are 4x3 drops somenone has to take 1 of those 3 spots so it might as well be me I figure

edit* BTW one advantage to low number ques'...When I solo drop in a light a lot of times I enter game in a few seconds ,something a heavy or Assault pilot can only dream of ;)

Edited by Green Mamba, 03 October 2014 - 02:09 PM.


#20 zagibu

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Posted 03 October 2014 - 02:10 PM

View PostTrede, on 03 October 2014 - 01:48 PM, said:


Of course one mistake can spell death in a light. It REQUIRES more SKILL to pilot them. Period. You're speed/cover/ECM tanking, not armor tanking. Isn't that kind of the whole point? A well piloted light will kill an Atlas/Dire Whale 1v1 9 times out of 10. A poorly piloted light is a greasy smear on the battlefield.


When does a light mech ever face an Atlas/Dire Whale 1vs1 on these tiny maps?





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