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Single Digit Percentage Lights, Really?


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#21 Burktross

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Posted 26 January 2015 - 09:59 AM

It's okay, I'm working on mastering all the lolcusts now, and next time ravens go on sale I'll master those.
I have firestarters bought, but they just feel boring as hell to play

Edited by Burktross, 26 January 2015 - 09:59 AM.


#22 Joseph Mallan

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Posted 26 January 2015 - 10:03 AM

View PostMetus regem, on 26 January 2015 - 09:50 AM, said:



Well you did all the lights, that are known for having teeth, a Locust, not so much... There is a reason why they are called a Lolcust....

But let me tell you a LCT-1V like this one, can turn heads, and go largly un-noticed, yet still has some bite, do to the quirks for the ERLL, it fires like a ERLPL!

Not to mention it can live with both ST's gone.

You can... I'm pretty sure I'd be impotent in it.

#23 Thorqemada

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Posted 26 January 2015 - 10:06 AM

I have seen 15% Lights recently a few times - probably most Lights play CW bcs they be the only weightclass where the IS is stronger.

I am not a dedicated Light Pilot and sold the Raven off, it was ECM Support with ML and SRM - current stats:
RVN-3L 42 22 17 1.29 34 28 1.21
KFX-S 155 76 75 1.01 96 105 0.91 (the only Clan Mech i played so far)
CN9-D 21 14 6 2.33 15 13 1.15 (Quirkmonster)
SHD-2H 1,421 712 645 1.10 1,171 1,020 1.15
WVR-7K 228 112 110 1.02 207 156 1.33
TDR-5S 823 402 385 1.04 697 535 1.30
CPLT-C1 54 36 17 2.12 42 27 1.56
AWS-9M 119 61 57 1.07 82 74 1.11
BLR-1G 138 72 58 1.24 100 88 1.14
AS7-D 202 102 97 1.05 221 133 1.66
AS7-S 61 23 16 1.44 53 49 1.08
KGC-000 63 28 23 1.22 56 48 1.17

The Raven is not the strongest Light in the 35t League...

Edited by Thorqemada, 26 January 2015 - 10:15 AM.


#24 dezgra

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Posted 26 January 2015 - 10:09 AM

Good riddance, the sooner we kill all the little buggers the better. :P

#25 Rhaythe

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Posted 26 January 2015 - 10:09 AM

Cool Story Bro Time:

Bog map. Me in my Sarah's Jenner. Some random Timberwolf try-hard bearing down on me. Run around a turn and hit the jump jets to get up on a mid-level plateau. See Timberwolf putz around the corner below me. Step casually off the edge. Land on his head. Get escorted around the map for a while.

Totally worth it watching my teammates blast at him while I was standing on his head.

#26 Rhaythe

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Posted 26 January 2015 - 10:13 AM

View PostMetus regem, on 26 January 2015 - 09:50 AM, said:



Well you did all the lights, that are known for having teeth, a Locust, not so much... There is a reason why they are called a Lolcust....

But let me tell you a LCT-1V like this one, can turn heads, and go largly un-noticed, yet still has some bite, do to the quirks for the ERLL, it fires like a ERLPL!

Not to mention it can live with both ST's gone.

I've been working on a few Standard-engine locusts for the "survivability" bit. Or, really, more or less just to trollololo people when they think my ST is going to murderate me. They are... unsurprisingly... not very hard hitting, but still no less fun. A Standard 160 still goes quite fast in a speed-tweaked locust.

#27 Deathlike

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Posted 26 January 2015 - 10:19 AM

Absence of Role Warfare - Working as Intended™

#28 Burktross

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Posted 26 January 2015 - 10:24 AM

View PostRhaythe, on 26 January 2015 - 10:13 AM, said:

I've been working on a few Standard-engine locusts for the "survivability" bit. Or, really, more or less just to trollololo people when they think my ST is going to murderate me. They are... unsurprisingly... not very hard hitting, but still no less fun. A Standard 160 still goes quite fast in a speed-tweaked locust.

Out of the many games ive recently played in a lolcust, only 1 has been a victim of ST detonation. XLs are more than worth it!

#29 Rhaythe

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Posted 26 January 2015 - 10:28 AM

View PostBurktross, on 26 January 2015 - 10:24 AM, said:

Out of the many games ive recently played in a lolcust, only 1 has been a victim of ST detonation. XLs are more than worth it!

Oh, no doubt. Just for the firepower alone, if nothing else. I've elited all six of them, and the ST-death happens often enough for me to play around with the idea of making them more 'survivable', though. Because why not. I'm a tinkerer.

#30 Abaddonis

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Posted 26 January 2015 - 10:36 AM

My FS9-S was my bread and butter mech for the tourney. 4ML and 3SPL plus dual AMS. Enough damage output for killing, speed and the AMS shuts down the LRM spam. Hardly any light competition, so I'm running around uncontested. Good for me, good for the team. I'm an average player, at best. Get my 1 kill, make sure assists are rolling and good to go.

#31 MoonUnitBeta

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Posted 26 January 2015 - 10:37 AM

You don't feel as bad when you realize that firestarters are 80% of the light mech queue...

#32 Artgathan

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Posted 26 January 2015 - 10:54 AM

Consider that in TT, if an 'average' pilot took a shot, while running, at one of our light mechs (moving over 108 kph) they'd have a roughly 16% chance of hitting the target.

I have a feeling MW:O average accuracy is much higher under these conditions.

EDIT: I don't mean to suggest that MW:O should be exactly like TT, but consider that the reason that lights aren't totally useless in TT is because they're hard to hit. In MW:O they're not hard to hit.

Edited by Artgathan, 26 January 2015 - 10:56 AM.


#33 0bsidion

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Posted 26 January 2015 - 10:54 AM

View PostMoonUnitBeta, on 26 January 2015 - 10:37 AM, said:

You don't feel as bad when you realize that firestarters are 80% of the light mech queue...

Well can you blame them? It's one of the few lights that feels slightly less like you're rolling in an eggshell through a particularly stompy herd of malicious elephants.

#34 Nori Silverrage

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Posted 26 January 2015 - 11:22 AM

View PostMoonUnitBeta, on 26 January 2015 - 10:37 AM, said:

You don't feel as bad when you realize that firestarters are 80% of the light mech queue...

IDK, I see a lot of Jenners and Ravens. And with these sales I'm seeing more Locusts.

I have 3 locusts and 2 firestarters and I really don't get why people think FSs are too powerful. While I've had some times when I was like "how did i survive that" (running past their whole team while they shot at me) to dying 60s in (damn crow shooting me in the back with LPLs). None of the quirks are that crazy either.

I just consider the FS line to be the epitome of what a force recon mech should look like, whereas the Locusts, Commandos and Spiders are what Recon mechs should look like.

#35 salkeee

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Posted 26 January 2015 - 11:39 AM

View PostMonkey Lover, on 26 January 2015 - 09:42 AM, said:

I was told lights are op and firestarter needed nerfed lol



For some odd reason every 2-3rd death I m killed/finished by Firestarter and there is usualy only 1 in enemy team.So so many times they just come and finish me even thou I m in a deathball,Now its OK when they come for killing blows many lights do that but when they come and start to brawl for half minute even thou I m not alone and than they just get out well not sure what to say is it mech related or player related but something is wrong here.

When I pilot my Locust those crazy Firestarters start to chase me ASAP no mather how faster I am sooner or later they get me.When I m in my Comando I am able to scare tham off but it still hurts.


I do have Firestarterfobia PGI HELP MEEE!!!
------------------------------------------------------------------------------

I do pilot Locusts and Comandos kinda regulary its nice to have "play immediately" mode.
I do belive that its better than it used to be thou.

Edited by salkeee, 26 January 2015 - 11:44 AM.


#36 terrycloth

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Posted 26 January 2015 - 11:44 AM

A FS leg has 16 hp. If we assume 'bright red' means 25% hit points, it should have 4 left at that point. It takes about 8 medium pulse laser hits to destroy a red FS leg. So they're taking around 8-9% damage from attacks.

Spider legs are the same way. Ravens have some of that but it's possible to solidly hit them while they're moving.

Jenners have a huge center torso -- ignore their legs and shoot that and they go down instantly. You can get Ravens that way too but it's less reliable. FS and Spiders don't seem to take torso damage.

That said... most lights don't do significant damage. It takes a long time for them to kill things too. Jenners, FS, and Ravens can be an exception although most Ravens aren't and Jenners tend to have massive heat issues.

So, really, fear the firestarters. They need to be a primary target or they *will* kill your entire team.

#37 N a p e s

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Posted 26 January 2015 - 11:49 AM

Firestarters... Firestarters everywhere!

I'm currently grinding them out and though they are tougher than other lights what makes them really great is the offensive potential. A 30/32 point alpha that can cycle real quick and move around at 150 kph? Yes please!

It's definitely the apex of the "combat light" food chain.

#38 wanderer

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Posted 26 January 2015 - 11:49 AM

7% just means that of the people waiting to fill slots, 7 of every 100 are in lights. That's it. It means there's 3 lights slotting into each match almost precisely, vs. the larger numbers clogging up the M/H/A slots.

That's gonna happen. Newbies tend to gravitate towards big 'Mechs, even if size doesn't matter regarding their TTK.

#39 Agent 0 Fortune

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Posted 26 January 2015 - 11:57 AM

Light mechs make MWO play like a typical, generic, homogenized first person shooter, exactly the opposite of what I want in my giant robot game.

#40 Xetelian

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Posted 26 January 2015 - 11:59 AM

Took a screen shot of 1% Lights and then decided against posting it in the nerf the firestarter thread.





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