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Light Pilots Pub And Protest


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#181 Nothing Whatsoever

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Posted 15 April 2015 - 08:16 PM

Here's what I'd consider, for further testing and ideally implementation into MWO.

Turn off Mech Tree Efficiencies.

Then either convert them into Modules and/or transfer them to quirks as needed for mechs (based on locked equipment existing quirks and so on).

Add more Module Slots to mechs, and a few new Module categories.



30 Heat Capacity, increased Dissipation (at least true external dubs),

But also having Dissipation raised up to better match our increased Rate of Fire needs to be considered too.

And then turn on code to limit Alpha damage for any troublesome combos with Gauss, in relation to the reduced Capacity.

Dial back Heat Scale (Ghost Heat) Penalties in line with the reduced Heat Capacity as necessary, devs already started with a few weapons.


Test out weapon tweaks, such as reduce Damage per projectile down, while increasing velocity and ammo count.

With quirks in mind, consider reducing Rate of Fire on base weapons stats, some thoughts here for any interested



Have engines be restricted to intervals of the mechs' weight. So a 30 tonner has 60 ... 180, 210, 240, 270 etc.,

A 55 tonner would have 220, 275, 330,

A 75 tonner would have 225, 300, 375 and so on.



#182 S13gtastic

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Posted 15 April 2015 - 09:11 PM

Honestly I'd rather see radar being able to be toggled from active and passive in the game. Then light mechs can switch to passive and it turns detection into line of site only and allows for them to get sneaky.

Then while we're at it make it so the need for ECM is no longer necessary and it can be a straight up anti-lrm / hide weapon loadouts electronic war-fare box.

Edited by S13gtastic, 15 April 2015 - 09:12 PM.


#183 bad arcade kitty

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Posted 15 April 2015 - 10:22 PM

nope, ecm is fine
don't nerf the electronic warfare -_-
but make it possible to turn ecm off to use bap/cap against enemy ecm instead

Edited by bad arcade kitty, 15 April 2015 - 10:22 PM.


#184 ICEFANG13

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Posted 16 April 2015 - 02:15 AM

I feel that there are many factors that are too high, that help increase TTK. The biggest two is that the average heat is too low (mechs are too cool, other factors aside, the average is too cool) and that mobility is too high (mechs don't move too fast really, although some do, but the agility of a mech is too high).

It's difficult to play a light really well, especially a Jenner, but these two factors make it very very unforgiving; however, I have one that always personally bothered me most:

Of any of the changes that ever happened, the thing that lowered my KDR (as some value of mathematical evaluation), was the change from 8-12. I actually had a lot of fun and did pretty well, even though I was under-practiced in the RHOD 4v4 that DWAR did. The change to 12 made it just extremely unlikely to find a weak/isolated target, and it also made that target much safer (someone is more likely to closer, or multiple people), and with that, it makes it very risky to attack. When your target has 3-4 mechs that aren't going out of their way to attack you (because they are so close) it's just so easy to make a mistake and then be gone.

I don't have the opinion that it should be changed back to 8, just wanted to add that. Personally I preferred it quite a bit more.

Oh I should also add that the Firestarter is just the best by far, but I don't much care for it, so I've been piloting the Huginn recently. The Jenner is absolutely under-quirked, you could only realistically argue the opposite if lights were doing well, and the Firestarter was very overbearing. Look at the quirks for the other lights in general. The Jenner was not given fair treatment. Think of what was needed to make the Huginn effective, 50% CD on SRM-4? That's crazy, and still doesn't make it much better than a Firestarter (I would consider them somewhat equal but different, but the Firestarter still has many more advantages). The Jenner could have that 50% and still not be too powerful.

Firestarters are quite a bit harder to fight than most light mechs, I really believe that if you removed the quirks, they would be useful. Some mechs could get quirks just lowered and would be dead overnight. The Firestarter has a supreme hitbox, highest speed (it is out sped from Commandos and Locusts, but doesn't make up for the other advantages), arms, highest armor for light mechs (along with Raven and Jenner of course), more hardpoints (I mean what's up with that?), and still JJs? The Firestarter is clearly the best, I mean I don't think you can justify taking a Jenner-F anymore, and the Jenner -K/D do technically have a roll (they have the highest speed with a missile slot AND energy weapons, the Raven-2X is very well quirked so it tends to be better than the K, despite the slight speed loss, and the Jenner-D, my baby, just doesn't have the quirks needed to compete with the Huginn's SRM-4 DPS. I mean a Huginn with just 2 SRM-4s is very realistically and likely to out DPS a Jenner-D with any loadout, not to mention MGs.)

Lastly, I should add, that although alpha is very important, smaller weapons tend to do more DPS per ton, and when it comes to lights, DPS is important (vs other lights, or assassination). On light mechs, I say, DPS actually still has more importance than alpha.

#185 L A V A

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Posted 16 April 2015 - 06:16 AM

I've played lights in thousands of games and overall I would say my ability is pretty average.

Don't play them anymore though because there is just too much firepower out there and the speed and maneuverability that used to keep you in game has now been lost.

It was fun though!

Off to join the heavy queue...

#186 ShinVector

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Posted 17 April 2015 - 11:10 AM

View PostxLAVAx, on 16 April 2015 - 06:16 AM, said:

I've played lights in thousands of games and overall I would say my ability is pretty average.

Don't play them anymore though because there is just too much firepower out there and the speed and maneuverability that used to keep you in game has now been lost.

It was fun though!

Off to join the heavy queue...


There workaround is use lights that can trade and longer ranges for increase survivability.

But I hear you man when crap like this exists in the game.



#187 Shae Starfyre

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Posted 17 April 2015 - 11:16 AM

View PostShinVector, on 17 April 2015 - 11:10 AM, said:


There workaround is use lights that can trade and longer ranges for increase survivability.

But I hear you man when crap like this exists in the game.




After watching that video, all 4 frames of the next videoes you could select were as follows:

1.) Some old lady laughing
2.) Mirror image twins smiling evily
3.) Someone on Jimmy Kimmel with his hands raised, and...
4.) what appears to be a bunch of people standing around pointing at some poor dude laying on the ground.

Was that intentiional; if not, it was classic.

Edited by Aphoticus, 17 April 2015 - 11:17 AM.






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