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Will They Ever Nerf The Huginn?


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#21 Narcissistic Martyr

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Posted 13 July 2015 - 06:36 PM

I anticipate the upcoming balance pass will see a lot of the 30+% quirks get reduced.

However I think the oxide is the more dangerous of the 2 SRM lights if you aren't a light mech. An Oxide pops out of no where, completely destroys your rear armor with one alpha and then it disappears for a couple minutes... you think it moved on and then BAM BAM you're dead. The Hugin? You gotta put in a lot more face time to get kills with it.

#22 Telmasa

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Posted 13 July 2015 - 06:40 PM

Wait for the balance update

In the meantime, there's WoWs open beta, porn practice rooms, MWO's european test server tomorrow...not to mention whatever Steam's flavor of the week is

#23 One Medic Army

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Posted 13 July 2015 - 06:43 PM

View PostDivine Decoy, on 13 July 2015 - 04:28 PM, said:



BOOO!! Not balance. Why take an assault if a scout can take it down 1v1? Need more of a rock/paper/scissors aspect to make it balanced. Lights should be able to take down an assault, but not "Face hugging" them 1v1

Mind you, i just enjoy stompy mechs and Mike Bay explosions mixed in with my "thinking man" shooter/mech sim. Game is decent now, but every so often a light mech ruins the game. More likely, an assault ends up with no purpose in a match cuz they all suck right now....

Why take a light if you can't kill anything 1v1, and most mechs can 1-shot you? There is no unique reason to run a light as the game currently stands. Only combat matters in MWO.

Edited by One Medic Army, 13 July 2015 - 06:46 PM.


#24 Xetelian

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Posted 13 July 2015 - 06:45 PM

If they know what is good for them they will NOT requirk the Huggie.

It is really only effective at close ranges, where as the bad ass ravens all take 2xERLLs.

I don't own a Huggie but I don't see it as a problem.

#25 MechWarrior3671771

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Posted 13 July 2015 - 06:57 PM

I always considered the Huggin as kind of a troll build. Its fun to play, but is too situational.

BTW, where do most of you keep you ammo on it?

#26 Jaeger Gonzo

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Posted 13 July 2015 - 07:02 PM

Huggin is best example how ridicule quirks really are.

#27 El Bandito

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Posted 13 July 2015 - 07:20 PM

Huginn SRM quirks need nerfing, along with Grid Iron's Gauss quirks, and 4J's LRM10 quirks.

#28 EmeraldSongbird

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Posted 13 July 2015 - 08:41 PM

The Huginn is an awesome mech, but for it being overpowered, yeah... it is. I average 700+ damage with the thing meanwhile shoving 2.5 tons of MG ammo and 5 tons of SRM ammo in there. While an enemy is preoccupied with one of my team members, I swoop in at a whopping 110 kph and ruin their day. Hell, I've gone toe-to-toe with a Direwolf and knocked it out in 10 seconds. It just fires way too fast.

View PostOne Medic Army, on 13 July 2015 - 06:43 PM, said:

Why take a light if you can't kill anything 1v1, and most mechs can 1-shot you? There is no unique reason to run a light as the game currently stands. Only combat matters in MWO.

I take offense to this.

Edited by Doobles, 13 July 2015 - 08:43 PM.


#29 WatDo

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Posted 13 July 2015 - 09:46 PM

All lights just got a huge, global nerf in the loss of their lag-shield in the most recent patch. Now you want more nerfs on the poor things? They've lost almost all ability to fight upclose now, not that they ever should have, but that's not the point.

The Huginn is fine, they have to get into brawling range with the newly fixed hitreg, then to do damage they have to stare you down. Leg em or shoot their side torsos, pick one and don't go for anything else. Their legs are as big as ever and most of em keep their huge ammo stores in their (XL ENGINE) side torsos.

Edited by WatDo, 13 July 2015 - 09:47 PM.


#30 MikeBend

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Posted 13 July 2015 - 10:17 PM

To OP - you think Huginn is too much? go drive one and post us some screenshots with at least 400-500 dmg.
Leave the bird alone, Hug is no more a threat than some 5 mpl firestarter.

#31 627

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Posted 13 July 2015 - 10:18 PM

View PostEl Bandito, on 13 July 2015 - 07:20 PM, said:

Huginn SRM quirks need nerfing, along with Grid Iron's Gauss quirks, and 4J's LRM10 quirks.


This.

While I like to troll around with my hugginn, it got a bit extreme with those quirks. I nearly die every match because it is so squishy but I still manage to run out of 600 SRMs ever second match.

Same goes for the other overquirked mechs. Some hunchies, the dragon. Thunderbolts and so on.

Actually there are more mechs with ridiculous quirks, especially if you look at missile quirks. There's an orion with awesome quirks and one of the quickies is blessed, too. But no one ever uses those mechs so they don't get much forum rage attention :ph34r:

#32 R0B0TULISM

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Posted 13 July 2015 - 11:31 PM

View PostEl Bandito, on 13 July 2015 - 07:20 PM, said:

Huginn SRM quirks need nerfing, along with Grid Iron's Gauss quirks, and 4J's LRM10 quirks.


Neither the GI nor the 4J has to get within 150ish meters to deal damage with their primary weapons systems effectively (with light armor no less). Also, the ravens leg hitboxes are still gigantic, so there's that.

Edited by R0B0TULISM, 13 July 2015 - 11:40 PM.


#33 El Bandito

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Posted 13 July 2015 - 11:46 PM

View PostR0B0TULISM, on 13 July 2015 - 11:31 PM, said:

Neither the GI nor the 4J has to get within 150ish meters to deal damage with their primary weapons systems effectively (with light armor no less). Also, the ravens leg hitboxes are still gigantic, so there's that.


And Light mechs are not suppose to have 17 DPS while running over 150 kph. Mechs are supposed to pay for extreme DPS with weight and sluggishness.

#34 Appogee

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Posted 14 July 2015 - 12:03 AM

Huggin is fine. It's ammo dependent, it has a Raven's legs.

You can have a great game in it if you pilot it well, and you have cr4p games in it if you don't pay attention, or fall victim to a well placed alpha.

#35 R0B0TULISM

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Posted 14 July 2015 - 12:13 AM

View PostEl Bandito, on 13 July 2015 - 11:46 PM, said:


And Light mechs are not suppose to have 17 DPS while running over 150 kph. Mechs are supposed to pay for extreme DPS with weight and sluggishness.


Sure, if you want to pretend that DPS is the measure of a mech in the current peek and poke, max-alpha meta we have now. The competitive heavy and assault builds aren't generally high DPS, but they sure are high alpha. Also, it's not like it's impossible or even particularly difficult to deal damage to lights moving at 150kph, especially the raven, and it has only gotten easier with the HSR improvements.

#36 One Medic Army

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Posted 14 July 2015 - 12:16 AM

View PostEl Bandito, on 13 July 2015 - 11:46 PM, said:

And Light mechs are not suppose to have 17 DPS while running over 150 kph. Mechs are supposed to pay for extreme DPS with weight and sluggishness.

Lights are also supposed to actually be hard to hit. Right now even a dire doesn't have too much of an issue hitting them.

#37 El Bandito

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Posted 14 July 2015 - 12:19 AM

View PostOne Medic Army, on 14 July 2015 - 12:16 AM, said:

Lights are also supposed to actually be hard to hit. Right now even a dire doesn't have too much of an issue hitting them.


Lights are already much smaller than their canon size. If you want them to be hard to hit, then either you make them Elemental sized or introduce CoF.

#38 One Medic Army

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Posted 14 July 2015 - 12:26 AM

View PostEl Bandito, on 14 July 2015 - 12:19 AM, said:

Lights are already much smaller than their canon size. If you want them to be hard to hit, then either you make them Elemental sized or introduce CoF.

Just going by TT, where moving fast (especially with jets) actually made you hard to hit. Here a light taps the jets and becomes easier to hit, plus every mech in the game pretty much can follow their motion with torso-twist, or twist+turn.

Of course in TT the lights were either there as a sacrificial piece that was worth a fraction of an assault, a late-moving alpha-striker (like TT jenner) supposed to move into a mech's back arc and unload without threat of return fire due to the initiative system, or something to run down the enemy infantry/light vehicles with.

[edit] What I'm getting at here is that compared to TT lights cost more (1 light=1 assault=1 pilot), are easier to hit, don't have the advantages of sequential movement, and don't have any light targets to hit. They need to have something to make them them worth using.

[edit 2] I know that in TT all mechs were similar in size, heck take a look at the Arbiter, a 35ton mech made up to look like a heavy.

Edited by One Medic Army, 14 July 2015 - 12:34 AM.


#39 bad arcade kitty

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Posted 14 July 2015 - 12:27 AM

canon lights should be like 2 times taller, they are already protomech size

#40 Weeny Machine

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Posted 14 July 2015 - 12:49 AM

View PostBuster Highman, on 13 July 2015 - 04:34 PM, said:

I think if they really fixed hit reg then we would hear a lot less complaints about various lights being OP.


Since the hitreg patch I have no problems anymore with lights and hitreg. Heck, even Firestarter burst reasonably well





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