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20 &25 Tons Vs Quick: Energy -25% Duration And Projectile Speed

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#1 Kyrs

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Posted 09 November 2014 - 08:22 AM

The quick where create to balance out mech, yet it seem to have opposite effect on very light mech. Those energy -25% duration quick, projectile speed bonus is totally killing the commandos and locus. My kill death ratio are dropping extremely rapidly under 1:1 lately since patch came out.

Game play switch form challenging to inflicting pain on to oneself (which isn't my thing).

Correct me if i'm wrong but quick are supposed to make all mechs a viable selection, yet it seem to have added perverted side effect of making those super light a definitively more obsolete.

I'm getting 1 shot cored like if there's no tomorrow, in the past I had only the dual Gauss to fear in blank range (do to the failed gun mechanic design).

Those two quick are is killing the very limited balance that was achieved with weapons.

So there you go.... my locus and commando is FINGERING YOU!! patch 1.3.349

"If only I add a commando fingering emo icon" :(

Edited by Kyrs, 09 November 2014 - 08:22 AM.


#2 o0Marduk0o

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Posted 09 November 2014 - 08:44 AM

What Locust variant you are driving?

#3 Ironwithin

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Posted 09 November 2014 - 09:39 AM

Lights are way too durable anyway, get used to dying quickly if you run into a horde of enemies.

#4 Kyrs

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Posted 09 November 2014 - 09:49 AM

Posted Image

LCT-3M
LCT-3S

#5 o0Marduk0o

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Posted 09 November 2014 - 10:09 AM

My 3M K/D went up from 2,25 to 3,82 and my newly bought 1E is at 2,65 at the moment, playing only solo. It is more about timing, when to attack or not. Bad timing may end in an alpha to the CT and a quick death. :P
Use the speed to stay out of their view and go for rear armor or legs. Some days ago a Misery raged in chat because he had no chance to turn around to me while I was shooting his legs. :D
At the beginning of a match, be patient, don't start a fight unless it is a single enemy. Too often light mechs die early in a match, which is a waste.
Furthermore, it is easier for heavy/assault to hit a light mech in medium distance, stay far away or very close, where you speed is faster than their turning speed.

#6 Kyrs

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Posted 09 November 2014 - 11:35 AM

You not getting the same skilled player in solo vs 10 and 12 man groups. Pugs are a none issue and will aways be.

#7 o0Marduk0o

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Posted 09 November 2014 - 11:54 AM

There are good pugs as well or bad groups in group queue. You have teammates who listen to you in group queue, at least in your own group.

#8 Kyrs

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Posted 09 November 2014 - 12:11 PM

Never seen a 228 or Lord, missing it hit at a blank range and isolated target don't exist in large group match. (ok only happen at the ends went there on left, which doesn't really append much vs 228 or lord)

#9 o0Marduk0o

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Posted 09 November 2014 - 12:27 PM

View PostKyrs, on 09 November 2014 - 12:11 PM, said:

Never seen a 228 or Lord, missing it hit at a blank range and isolated target don't exist in large group match. (ok only happen at the ends went there on left, which doesn't really append much vs 228 or lord)

This might be 10% and the other 90% of groups make the same mistakes like most solo pugs. ;)

#10 Kyrs

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Posted 09 November 2014 - 12:37 PM

View Posto0Marduk0o, on 09 November 2014 - 12:27 PM, said:

This might be 10% and the other 90% of groups make the same mistakes like most solo pugs. ;)


Well then... less agree that we disagree in our match making experience..





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