HlynkaCG, on 02 March 2015 - 08:56 AM, said:
Before you guys all reach for your flamers and pitch forks please hear me out...
I'm pretty sure that we can all agree that the Firestarter is the best IS light mech by a wide margin. In fact, it is one of the the best mechs in the game period really second only to the Timber Wolf and Stormcrow in all-around combat effectiveness. It has excellent hit-boxes, excellent hard-points, generous quirks, and can keep up with (if not flat out-run) every mech in the game excluding the spider.
I expect to catch a fair amount of flak for this opinion, but I see this as a problem.
As it stands there is no real game-play reason for a player to choose a Jenner, (or any other light for that matter) over a Firestarter. Ideally the choice between running a Fire-starter and running a Jenner would be a trade off between fire power and speed. Unfortunately with Hit-Reg and HSR being what they are there is no way to make other lights faster
without introducing additional problems, and barring speed there is no real way to buff other lights up to the Firestarter's level without continuing to drive TTK through the floor or making the IS zerg rush even cheesier than it already is.
As such I would propose that the Firestarter receive a minor reduction in engine cap, I'm thinking somewhere in the 260 - 280 range, to create a greater differentiation in speeds between the Firestarter and mechs like the Jenner, Spider, or Locust.
...and Go!
Edit:
The new meta?
first off op i do feel your pain but lets be rational about this there are certain things that are the reason why the FS seems so much better then other lights. reason #1 for w/e reason HSR/lag or whatever your choice is FS do not seem to take full damage sometimes. like when you let a dual gauss loose and you know they both hit and more then that you KNOW they both hit the same torso (from your POV, got red indication and everything) but for whatever reason the FS torso is neither cracked nor blown out.
IDK why but there is something besides modeling, arms, lag w/e that causes the firestarter to appear to have some kind of "damage reduction". if anything we should ask PGI to do testing with custom games using pc's that are physically far apart so they can analyze the effect of the lag on aiming and actually hitting a firestarter.
you know might go something like this "wow, on the firestarters screen he obviously only got hit with a grazing shot, but on the phracts screen it looked like a dead on clean hit to the leg" and bam they can try to figure out how to remedy the problem. but nerfs to the FS are not the answer,
fixing some net code is the likely problem and it is probably compounded by players pings. my ping is always under 30 (spitting distance to PGI's servers) and often below 20 and i have witnessed this magic firestarter "damage reduction" and it varies greatly from completely non-existent to "holy #$# batman that thing is like a spider before HSR".
#2 FS do have better hit boxes overall compared to most lights. (a generalization, but still mostly true)
#3 firestarters have amazing quirks in general, they synergize better in general with the weapons selection that FS are good with acting as a force multiplier of sorts.
4# lights in general suck #$#$# hard, general player queue confirms this (almost always under 10%) thus players gravitate to the "best mech in class" naturally when the class in general sucks #$#$ . this is normal human behavior in a online pvp game.
Lordred, on 02 March 2015 - 09:13 AM, said:
Be ready for people to hate you, just as they hate me.
I would totally be down for a change to engine rating caps for all of the mechs. (Most would go down, some would go up)
But, people dislike the idea in general.
Edit:
I would like to see this personally.
Locusts
LCT-1E: 40-180 (32.4kmh - 145.8km/h)
LCT-1M: 40-180 (32.4kmh - 145.8km/h)
LCT-1V: 40-180 (32.4kmh - 145.8km/h)
LCT-3M: 40-180 (32.4kmh - 145.8km/h)
LCT-3S: 40-180 (32.4kmh - 145.8km/h)
LCT-PB: 40-160 (32.4kmh - 129.6km/h) (ECM)
Commandos
COM-1B: 50-175 (32.4kmh - 113.4km/h)
COM-1D: 50-175 (32.4kmh - 113.4km/h)
COM-2D: 50-150 (32.4kmh - 97.2km/h) (ECM)
COM-3A: 50-175 (32.4kmh - 113.4km/h)
COM-DK: 50-200 (32.4kmh - 129.6km/h)
Spiders
SDR-5D: 60-240 (32.4kmh - 129.6km/h) (ECM)
SDR-5K: 60-270 (32.4kmh - 145.8km/h)
SDR-5V: 60-270 (32.4kmh - 145.8km/h)
SDR-AN: 60-270 (32.4kmh - 145.8km/h)
Urbanmechs
UM-R60: 60-90 (32.4kmh - 48.6km/h)
UM-R60L: 60-90 (32.4kmh - 48.6km/h)
UM-R63: 60-90 (32.4kmh - 48.6km/h)
Firestarters
FS9-A: 70-245 (32.4kmh - 113.4km/h)
FS9-E: 70-245 (32.4kmh - 113.4km/h)
FS9-H: 70-245 (32.4kmh - 113.4km/h)
FS9-K: 70-245 (32.4kmh - 113.4km/h)
FS9-S: 70-245 (32.4kmh - 113.4km/h)
Jenners
JR7-D: 70-280 (32.4kmh - 129.6km/h)
JR7-F: 70-280 (32.4kmh - 129.6km/h)
JR7-K: 70-280 (32.4kmh - 129.6km/h)
JR7-O: 70-280 (32.4kmh - 129.6km/h)
Panthers
PNT-8Z: 70-175 (32.4kmh - 81.0km/h)
PNT-9R: 70-175 (32.4kmh - 81.0km/h)
PNT-10K: 70-175 (32.4kmh - 81.0km/h)
Ravens
RVN-2X: 70-210 (32.4kmh - 97.2km/h)
RVN-3L: 70-245 (32.4kmh - 113.4km/h) (ECM)
RVN-4X: 70-210 (32.4kmh - 97.2km/h)
RVN-HG: 70-315 (32.4kmh - 145.8km/h)
in all honesty lordred. I advise you to go right now and buy every single non hero light (cept TDK, definitely get TDK its just so sexy......

) play all of them till mastered then come back and tell me why your idea is bad.
but really your idea is bad, really bad, badly thought out and worse appears to just hate on lights in general. i mean universally reducing all lights engine caps? common you can come up with a better idea then that for making lights as a class relevant again.
light mechs are meant to go fast that literally is their entire purpose in TT and MWO as scouts speed IS their advantage that allows them to MOVE to that unwatched flank and pop a uav or sneak up on lrm boats clustered tightly to let off that air strike. There is NO good reason any of the lights should be made slower and EVERY reason for lights to have their engine caps raised.
and what about MASC? i cant wait to push my TDK to 200+ i mean hot #$#$# im salivating at the mouth at the thought. I don't care if all i got is 4 small lasers mother #$%$#%$ers i can sprint over 200 catch me if you can

.
and there is the squirrel argument as well. even IF one light is a really good back-stabber (FS, Jenners, some locusts est) others are excellent distractions being able to weave in battle like its nobodies business (cough TDK, spiders, locusts when done right cough) so there are different ways to play lights beyond looking at them as simply fast, agile, hard to hit brawlers. i cant tell you how many games ive laughed my ass off as 3-4 enemies are trying to catch me in my TDK only to be led right into a trap and cut off from their team.
some would argue the very essence of lights is to be a distraction and to sew chaos among the battle lines. so honestly lordred why the hate on lights? don't like having to watch your back? get cored by a sneaky locust? its ok man you can tell us.
Edited by Mellifluer, 02 March 2015 - 07:18 PM.