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So How Exactly Has This New Reward System Helped Lights?


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#21 Greenjulius

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Posted 22 October 2014 - 12:10 PM

View PostAssaultPig, on 22 October 2014 - 12:08 PM, said:

if air strikes stop being worthwhile in pub games I consider that a good change

Because I doubt they will ever turn artillery into an area denial weapon, I kind of want air strikes and arty to go away. Like be removed from the damn game.

#22 Barantor

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Posted 22 October 2014 - 12:19 PM

Actually played some games today, first in a long time because I wanted to see the changes to lights.

Ran an Oxide, got 100k+ in mining collective (2nd time I ran that map, 1st time I had no idea what I was doing) and just skirted the edges, not engaging and just spotting as many dang enemy mechs as possible. My team was paying attention and matched their movements to flank them.

I then switched to trying for a lot of hit and runs, focusing on mechs already engaging my friendlies and launching a volley of 4xssrm-2s into each one before speeding around the corners. I got flanking and the hit and run bonuses.

I then figured out where my lance mostly was and helped them finish the last few mechs off, earning myself some nice lance formation bonuses.


You can't use a light like a deathball machine anymore if you want to max your return. I probably could've gotten better return if I had tagged some and narced some... might be worth a narc on an oxide.

Big thing is trying to figure out where they are headed and stay behind them so they never spot you.

The old beta and early days of jenners/commandos being a speedy skirmisher and earning max rewards seem to be over, all hail the light scout! lol

#23 Greenjulius

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Posted 22 October 2014 - 12:23 PM

View PostBarantor, on 22 October 2014 - 12:19 PM, said:

You can't use a light like a deathball machine anymore if you want to max your return. I probably could've gotten better return if I had tagged some and narced some... might be worth a narc on an oxide.

Big thing is trying to figure out where they are headed and stay behind them so they never spot you.

The old beta and early days of jenners/commandos being a speedy skirmisher and earning max rewards seem to be over, all hail the light scout! lol


Yeah, I may actually take my Oxide out again. It's collecting dust after being dismantled. Running Narc and a UAV may actually generate decent cash with it. Now, if only it had a single energy point for TAG, then it might become my go-to farmer.

Edited by Greenjulius, 22 October 2014 - 12:24 PM.


#24 Barantor

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Posted 22 October 2014 - 12:26 PM

The JJs would've been nice to have on the Oxide a few times in mining collective for sure. I had a firestarter following me around at one point but he started head on engaging the enemy instead of retreating and then coming from a different angle.

I have a feeling we will see a bit more diversity in the lights out there now with the new rewards, since it isn't just about damage output with them now.

Dare I say it... but the Raven 3L stock might be a good thing to have on your team.

#25 Willard Phule

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Posted 22 October 2014 - 12:31 PM

It seriously penalizes the "ecm light sniper" builds, though. You get bonuses for sitting on a rock and spotting for your team....once you engage with that ERPPC or ERLL, that bonus goes away and everything is based on your performance as a team mate after that.

#26 Barantor

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Posted 22 October 2014 - 12:59 PM

View PostWillard Phule, on 22 October 2014 - 12:31 PM, said:

It seriously penalizes the "ecm light sniper" builds, though. You get bonuses for sitting on a rock and spotting for your team....once you engage with that ERPPC or ERLL, that bonus goes away and everything is based on your performance as a team mate after that.


Not quite right. Zap them on that rock you are sitting on, but then retreat so no return fire happens and you get hit and run bonus.

Reposition then spot some more, tag them, hit them, then move again.

I still did 300+ damage with the oxide example above, without jumpjets. A kitfox could do similar from a longer distance and do well.

A sniper in reality doesn't just blast away round after round from the same hide, so you might have to adjust your process a bit but I bet you can find a good place if you try it.

#27 Mercules

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Posted 22 October 2014 - 01:06 PM

View PostWillard Phule, on 22 October 2014 - 12:31 PM, said:

It seriously penalizes the "ecm light sniper" builds, though. You get bonuses for sitting on a rock and spotting for your team....once you engage with that ERPPC or ERLL, that bonus goes away and everything is based on your performance as a team mate after that.


View PostBarantor, on 22 October 2014 - 12:59 PM, said:


Not quite right. Zap them on that rock you are sitting on, but then retreat so no return fire happens and you get hit and run bonus.

Reposition then spot some more, tag them, hit them, then move again.

I still did 300+ damage with the oxide example above, without jumpjets. A kitfox could do similar from a longer distance and do well.

A sniper in reality doesn't just blast away round after round from the same hide, so you might have to adjust your process a bit but I bet you can find a good place if you try it.


As pointed out, you disengage which resets your spotting, flanking, and gives you a hit & Run if you do the damage and take none back. That then sets you up for another location you moved to and repeating those bonuses. I'm playing a close range striker and I can get those bonuses fairly easily, it should be easier with a bit more distance and a weapon that does 10 damage for sure.

#28 JonahGrimm

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Posted 22 October 2014 - 01:09 PM

All I know is that lights now get rewarded for a light playstyle THere's not much else to say: if you're playing a light, and not seeing the numbers, consider how to adjust your play to do so.

THat's all there is to it.

#29 SpiralFace

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Posted 22 October 2014 - 01:38 PM

Also be aware of the hotfix changes that will also affect assists, and formation bonus'.

The assists seem to be the only thing relevant to lights, but its a good thing to keep in mind.

#30 Rebas Kradd

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Posted 22 October 2014 - 01:57 PM

View PostDarian DelFord, on 22 October 2014 - 11:13 AM, said:


You'll have to excuse me on this but there is no scouting in this game. Mechs are seen within the first 30 seconds of the match. Hell on some maps you can fire at each other from the starting spawn points. And also Scout and Support does NOT pay the bills.


Unfortunately, Darian is quite correct, and it's been a tremendously unappreciated barrier towards getting role warfare in the game. What's the point in scouting - or satellite scans, smoke, static detectors, or any of that - on most of the maps in this game right now? With the exception of Terra Therma and Mining Collective, no map in MWO is large enough or designed in such a way to require OR allow visual spotting. You just look for the enemy and boom, there they are. Engage thirty seconds later. Some of the maps are too small to even flank effectively.

PGI probably tossed their four pillars out the window once they realized the kind of gameplay their maps were forcing. Perhaps the second wave of maps will allow for real info/role warfare.

Edited by Rebas Kradd, 22 October 2014 - 02:06 PM.


#31 Bront

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Posted 22 October 2014 - 02:02 PM

FYI, they're patching it, and among other things, assists are going back up a bit in value, which should help earnings for light mechs.

#32 Christof Romulus

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Posted 22 October 2014 - 02:21 PM

View PostGreen Mamba, on 22 October 2014 - 11:08 AM, said:

Well at least us Light Pilots can get up Hills easier ,so there's that


Just so long as you don't try to break through the glass ceiling once you get to the top of the hill. =P

#33 Eboli

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Posted 22 October 2014 - 02:30 PM

Still, as an aggressive light player Oxide the rewards are there. I really need to learn to disengage to maximise earnings though.

Cheers Eboli.

Posted Image

Posted Image

Edited by Eboli, 22 October 2014 - 02:32 PM.


#34 Clit Beastwood

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Posted 22 October 2014 - 02:51 PM

View PostDarian DelFord, on 22 October 2014 - 11:04 AM, said:

Patched this morning decided to give it a fair goal. 32 matches in and I am averaging about 90K per win not including Founders and Premium Time as well as about 32K for losses.

Lights are being obliterated at every turn (Granted Medium Heavy in the que right now)

So my question is, how exactly did this help lights in "Role Warfare" I am making notably less c-bills playing exactly the same way as I always had in my Jenner, which is that of a striker and harasser.

So what was this suppose to do for my role and rewards?


Did 4-5 drops in lights yesterday and I don't think I was never below 200k - lower than I'm used to, but still work-able.

#35 Foxfire

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Posted 22 October 2014 - 03:16 PM

I've had good success with lights getting good experience and pay outs, whether I am playing the light support mech following around the heavies or the flanker/striker role.





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