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C-Ssrm6 X 5-6

Balance Gameplay Weapons

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#121 Kain Demos

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Posted 26 November 2014 - 08:31 AM

View PostMacksheen, on 26 November 2014 - 08:20 AM, said:

No, you totally do in a 12 man.

You do not, however, in a 9 man or below. The lack of lights is a definite difference in the group queue than the solo queue.

A 9 man could be 3 A / 3 H / 3 M ... and once matchmaker starts opening valves to get a match to start, you could easily be paired with a 3 man running 3 A.

Note that this is different from most tournaments which generally are tonnage limited - you could end up with an 8 man running 4 H / 4 M and it all works fine - the other team may be 2/2/2/2 but same tonnage.

So ... consider claims like that as gospel ... for people playing only that subset of the game. It's absolutely clear they are less used, but the group queue is the most extreme view of that.



Judging from the posts I see on the forums it seems as if the group queue players are playing a different game.

#122 Mechwarrior Buddah

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Posted 26 November 2014 - 09:12 AM

View PostCurccu, on 25 November 2014 - 11:16 PM, said:

So wait till your team has destroyed enemy Streakboats and then you can engage?


If you dont understand it I cant help you, sorry

#123 Kirkland Langue

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Posted 26 November 2014 - 09:25 AM

See? like I said - if there are so few lights actually playing, then screenshots would be all over the place.

And while I expected the outcome to be different - it seems to me that the original statement does hold to be true: that lights really are underplayed by significant enough margins for random screenshots to demonstrate.

#124 Ultimax

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Posted 26 November 2014 - 09:45 AM

View PostMacksheen, on 26 November 2014 - 08:20 AM, said:

You do not, however, in a 9 man or below. The lack of lights is a definite difference in the group queue than the solo queue.

A 9 man could be 3 A / 3 H / 3 M ... and once matchmaker starts opening valves to get a match to start, you could easily be paired with a 3 man running 3 A.



Just to be clear though, before Storomcrows and before the IS quirkening many/most teams would:

First fill Heavies & Assaults
Then fill with IS light mechs

Then last, they would fill mediums



Even post quirkening however, the top IS lights like Firestars and Jenners still tend to do more for a team then adding the vast majority of mediums - excluding Stormcrows, Shadowhawks and few special outliers like Wubverines..

Edited by Ultimatum X, 26 November 2014 - 09:46 AM.


#125 Deathlike

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Posted 26 November 2014 - 09:55 AM

Lights are not played enough, obviously. I shouldn't have to repeat that. Group queue reflects this best. However, even in the solo queue, it tends to be slanted that you'll get 2 Lights on each side, instead of the "proposed" 3/3/3/3 system.

Any time the playerbase is favoring anything in particular (Heavies during the Timberwolf release, Mediums during the Stormcrow release, Assaults during the Dire Wolf release), the match distribution is very much weighted that way.

Unless we go back to the days where the Raven-3L was the dominant mech (when ECM was the only thing that countered itself, Streaks being CT-coring), Lights will never get a fair shake. Then again, noone should be wanting going back to those days either due to poor/bad/broken mechanics.

#126 Ngamok

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Posted 26 November 2014 - 10:08 AM

View PostMeiSooHaityu, on 26 November 2014 - 03:05 AM, said:


Akimbo Glocks in MW2 still required a semblance of aim. The pistol in Titanfall doesn't even require you to aim. Just have the opponent on the screen and click the mouse.

Akimbo pistols were awesome though :)


The Akimbo Glocks in MW2 had a ridiculously easy spread pattern with almost no kick compared to the others.

#127 Macksheen

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Posted 26 November 2014 - 10:39 AM

View PostUltimatum X, on 26 November 2014 - 09:45 AM, said:



Just to be clear though, before Storomcrows and before the IS quirkening many/most teams would:

First fill Heavies & Assaults
Then fill with IS light mechs

Then last, they would fill mediums



Even post quirkening however, the top IS lights like Firestars and Jenners still tend to do more for a team then adding the vast majority of mediums - excluding Stormcrows, Shadowhawks and few special outliers like Wubverines..

These days we fill with three locusts oddly fast, but yeah.

Either way, group matching yields different class mixes and it is easy for someone who only plays one type of March to assume that solo and tonnage limited comp drops MUST mirror their personal experience.

#128 Curccu

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Posted 26 November 2014 - 01:15 PM

View PostMechwarrior Buddah, on 26 November 2014 - 09:12 AM, said:


If you dont understand it I cant help you, sorry

I agree.

#129 Zordicron

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Posted 26 November 2014 - 02:04 PM

I have this loadout on one of the summoners.

It can wreck light mechs. Light mechs comprise at most, 25% of an enemy team, and in normal nightly pug play, the little "% counter" on the launch button says lights comprise less then 15% of all players.

So my lulz loadout of stupid streaks is effective against less then 15% of players nightly on pug matches.

Trying to use the thing to fight a fresh atlas is completely futile. It IS an effective loadout if yuo have a freegin clue, not just some random I WIN button, less you would see them more often. It is specialized, though a good player will survive to use all the ammo and pick targets carefully, like light mechs, enemy mechs that could potentially be disarmed, and enemy mechs getting focus fired because dmg is dmg when it is getting piled on.

One will not see good results when using the mloadout to instigate a fight with anything over 50 tons. In general, picking a fight with the top half of the tonnage mechs will result in them taking dmg, but you taking a lot more dmg, or at least taking it where it really hurts rather then a flat % off the top like the enemy will see.

thats really the bottom line, mega streak loadouts, well, you can basically look at the target like a pile of armor points, knowing you will have to dismantle basically the whole pile to get a kill. Less points= light mechs. beyond that, the only meaningful output from a streak mech is when you get some lucky shots to land on crit stuff to disarm a foe, or leg it. OCCASIONALLY, you can get some chainfire induced panic out of some one, but most people will grit their teeth and fight back.

Overall, i think streak boating in general was viewed as not the main issue to deal with once the CT heat seeking ability was removed. it is the kind of loadout that it is nice to have one on your team to deal with small mechs, but unlike MANY other loadouts, having more then one is a huge detriment to the team. I think that last bit is key to understanding why PGI hasn't put a huge negative onto streak boats, they are self policing as far as numbers of them in the game.

#130 Violent Nick

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Posted 27 November 2014 - 08:29 AM

View PostThe Ferguson, on 25 November 2014 - 03:09 AM, said:

I'm not quite sure how people may feel about them, but there's nothing more that I hate in a light than running into an enemy mech with 5-6 C-SSRM6 and just getting insta killed from one button, and if it doesn't one shot then it basically leaves you useless or legged. I can't understand how shooting this many missiles wouldn't leave you shutdown from all the heat it produces. I would like to hear other's opinions on the matter as I think I can't be the only one with this problem and would like to also receive an objective view from anyone else who may disagree .

P.S.

Yes I know the idea is to not get close to these guys but sometimes turning a corner or just randomly stumbling upon one with this build is bound to happen and it's basically a free kill for the C-SSRM guy.


I think people should realise that powerful mechs with powerdul loadouts are increasingly becoming each to their own niche in which they are supreme, but suffer in all other areas. This is good for role based warfare. Your nemesis is an excellent light hunter but 2 of you with ecm or a long range buddy will be able to knock him out easy. See the beauty of that??

#131 Y E O N N E

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Posted 27 November 2014 - 08:57 AM

6x C-ERML + C-LPL or 5x C-ERML + C-Gauss Crows are insanely powerful but are not supreme mediums in only one niche to the disadvantage of others, they are supreme mediums in all niches. Even on hot maps, where they have the speed to pull back and cool off if they need to (or they can keep hammering away with the heat-ignoring C-Gauss).

I really don't know why this 5x C-SSRM6 Crow is getting complained about, though. They are not a big deal. They are only about as common as AC/40 Jagers, too, so not that common, and they have many workarounds.

#132 Butane9000

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Posted 27 November 2014 - 08:58 AM

The two biggest threats I have found in my lights is either a clan Streak boat or any mass LRM boat (IS) that has the range to fire one alpha volley. Otherwise I get by just fine.

#133 MechWarrior849305

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Posted 28 November 2014 - 04:42 AM

:lol:
Rock-paper-scissors.
While all lights due to hit-reg, lag-shield and hitboxes virtually imune to damge taken, they are the most threat to any mech, except strick-boats. While strickers are vulnurable to any direct-fire mech and hardly can stand a chance in 1x1 fight, for example, with the same boat with non-strick SRMs. So deal with it or whine - your choice.
Easy hint - see strick-boat - Run for life, you have enogh speed

#134 Davegt27

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Posted 28 November 2014 - 05:01 AM

I haven't taken my Streak Wolf out for a few days, its been my observation that as soon as someone cry's on the forum whatever they are crying about gets nerfed or changed

with Radar taking a big hit might be time for a Gauss sniper Wolf
you will be getting hit and wont have any idea where the fire is coming from





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