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Lights With One Body Health And Armor Value
#21
Posted 18 December 2014 - 03:36 PM
#22
Posted 18 December 2014 - 03:37 PM
It wasn't received well because upon taking a hit from an enemy 'mech, the player's 'mech received damage to a random location. The torso section was weighted so unfairly by the RNG that it frequently got destroyed without taking any of the player's arms or legs.
Needless to say the system has never been revisited.
#23
Posted 18 December 2014 - 03:40 PM
#24
Posted 18 December 2014 - 03:40 PM
#25
Posted 18 December 2014 - 03:51 PM
#26
Posted 18 December 2014 - 03:54 PM
#27
Posted 18 December 2014 - 03:58 PM
if they still think lights are overpowered then at least they can put up a reasoned (from both points of view) argument,
playing lights is great fun but being effective in them requires a lot of skill or even more luck.
The fact that a light can go down to a single alpha strike, yet has to pour sustained accurate fire into another Mech to have a chance of taking it down 1 on 1 makes them high risk low reward Mechs, but as the most fun weight class (because of the thrill on knowing that 1 mistake and you are dead, coupled with high speed and maneuverability) I will keep playing them.
#28
Posted 18 December 2014 - 04:15 PM
Rogue Jedi, on 18 December 2014 - 03:58 PM, said:
if they still think lights are overpowered then at least they can put up a reasoned (from both points of view) argument,
playing lights is great fun but being effective in them requires a lot of skill or even more luck.
The fact that a light can go down to a single alpha strike, yet has to pour sustained accurate fire into another Mech to have a chance of taking it down 1 on 1 makes them high risk low reward Mechs, but as the most fun weight class (because of the thrill on knowing that 1 mistake and you are dead, coupled with high speed and maneuverability) I will keep playing them.
Yeah most of the lights are balanced but the there are 2 that are op those being the firestarter and jenner(6 laser one). the firestarters boat mainly med lasers small pulses and med pulses just give it way too much firepower, 8 energy hardpoints is insane and second place goes to jenner with the 6 med laser 30 alpha of op central. Those 2 mechs completely outgun other light mechs which is ridiculous. lights are balanced just those 2 in particular are not. I love how most people complain about spiders when that mech has the worst firepower of all the lights (just look at the 5v its disgusting).
Edited by Variant1, 18 December 2014 - 04:21 PM.
#29
Posted 18 December 2014 - 04:41 PM
So, if this is such a big deal, I'd rather explore introducing different armor profiles based on stock armor values.
Meaning that an LCT-1E has 128 armor while a FS9-A has 208 and a RVN-3L has 161, so if you want a well armored Light mech buy the JR7-F or an RVN-4X which are at 224.
And the same would apply for all classes. You want dakka in a Heavy go Jagermech, just remember its a glass cannon with 256 total armor compared to a Thunderbolt's 422.
Doing something like this to adjust armor profiles would likely need to have quirks revisited here and there, but would also bring about more variety out of choosing a mech for a particular role.
And of course there can be certain aspects where armor is capped by Weight or Max Weight Class Value so that Ferro is more valuable in more situations.
Only able to add 8 tons of armor for 256 armor points? Then Ferro can have added value to bring that total to 286 total for example.
#30
Posted 18 December 2014 - 04:48 PM
Troutmonkey, on 18 December 2014 - 03:31 PM, said:
Wow. The Jenner was my second mech purchased in OB and at no point did I ever consider that. Might have to give it a try...
Yeah I played a lot of matches in my Jenner before somebody pointed that out, and when I tried it I found it to be surprisingly effective because the side torsos really are tiny, and even if you do take damage there the only damage that really matters (unless you're really unlucky and a DHS/jumpjet gets critically destroyed) is lethal damage, which is pretty rare.
Edited by Pjwned, 18 December 2014 - 04:50 PM.
#31
Posted 18 December 2014 - 05:04 PM
Griggio, on 18 December 2014 - 03:40 PM, said:
Fixed.
Variant1, on 18 December 2014 - 04:15 PM, said:
Those mechs are really not OP considering that you have to deal with tons of damage spreading, heat issues, and/or extremely low range to get those higher damage alpha strikes.
Edited by Pjwned, 18 December 2014 - 05:12 PM.
#32
Posted 18 December 2014 - 06:22 PM
dubplate, on 17 December 2014 - 08:04 AM, said:
I am all for the 3 to 1 bit... That will make lights Stronger...
Now the nonsense... Sooooo... All other classes in the game have double armour.. OP suggesting.. Only remove it for Lights ?? Even though they are already the least played class ? Smells heavily bias.. (Can't hit a light, make the game easier for me to hit a light bias..)
The funny thing is OP doesn't mention a light's biggest weakness... The LEGS...
Look at the end there... Un-hittable light vs. Un-hittable light...
I found the sweet spot to his lag shielded legs first though... thanks to team work.
#33
Posted 19 December 2014 - 12:18 AM
#34
Posted 19 December 2014 - 12:34 AM
dubplate, on 17 December 2014 - 08:04 AM, said:
What makes the Battletech game system also was the RANDOM hit locations.
That seems to be missing from MWO. So it is ok to skip a KEY balancing factor...but ignore ideas to balance things based on targeted shots?
Or are you arguing for the re-introduction of random hits? Cant argue one logically without the other.
But then there seems to be a lot of non-logic on the forums.
#35
Posted 19 December 2014 - 12:49 AM
#36
Posted 19 December 2014 - 01:08 AM
RiggsIron, on 19 December 2014 - 12:34 AM, said:
What makes the Battletech game system also was the RANDOM hit locations.
That seems to be missing from MWO. So it is ok to skip a KEY balancing factor...but ignore ideas to balance things based on targeted shots?
Or are you arguing for the re-introduction of random hits? Cant argue one logically without the other.
But then there seems to be a lot of non-logic on the forums.
Though.. People who like random damage should stick with their LRMs and Streaks.
#37
Posted 19 December 2014 - 04:08 AM
Don't get me wrong, I hate lights. I find it ridiculous that 3-4 heavy/assault mechs have to actively shoot (and even overheat) at a Spider running circles around them for at least 30 seconds before one of them lands a lucky shot. There's just something wrong with that picture.
#38
Posted 19 December 2014 - 04:17 AM
#39
Posted 19 December 2014 - 06:07 AM
Mainhunter, on 17 December 2014 - 07:43 AM, said:
For example, lets take a Spider. All 3 body parts (I use the stats on the vanilla mechs) do have in the frontal area together 80 armor and 48 HP. Divide this two numbers in half and you have some realistic value.
Actually you can't hit a single body part while on the move, because of the unrealistic movement lights have in this game. No 25-35 ton vehicle will ever be that maneuverable (without an anti-gravity device), it's called inertia of masses.
I see you were asleep during the mech training sessions.... let me reiterate the beginning of the lesson:
Light Mechs:
1. AIM FOR THE LEG
#40
Posted 20 December 2014 - 08:04 AM
RiggsIron, on 19 December 2014 - 12:34 AM, said:
What makes the Battletech game system also was the RANDOM hit locations.
That seems to be missing from MWO. So it is ok to skip a KEY balancing factor...but ignore ideas to balance things based on targeted shots?
Or are you arguing for the re-introduction of random hits? Cant argue one logically without the other.
But then there seems to be a lot of non-logic on the forums.
I don't necessarily think one means the other. However, personally I'd welcome a cone of fire for a somewhat random shot placement (I know, bad for a competitive game but I don't play competitively). However there are downsides to this mechanic, if there is a cone of fire the new meta may be fast mechs that can get close enough so the cone only covers 1 area. If the choice was pin point damage to single locations or 1 big armor pool I'd still choose the pin point damage because it seems closer to what Battletech is for a system.
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