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What If The Locust, Commando, And Lynx, Were Made Cheetah Level?


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#81 stjobe

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Posted 22 September 2015 - 12:18 PM

View Postsycocys, on 22 September 2015 - 11:41 AM, said:

Personally I'd put the the Commandos other than the 1D (reasons I mentioned) on par with both the Firestarter or Cheetah.

Yeah, no. I love Commandos and have played them extensively over the last three years. They are not on par with the FS9, the Cheater, or the Jenner. Not even close.

View Postsycocys, on 22 September 2015 - 11:41 AM, said:

It's just a different play style, there's no tanking anything and pure ninja action but the maneuverability of the chassis far outpaces any of the other lights hands down.

No, it's not "just a different play style". Speed isn't everything. I've been known to run my Mandos with less than max engine because with that XL210 you have precious little room for anything else, especially if you want to bring more than one ton of ammo.

Besides, the difference in top speed is less than 30 kph between them:
COM: 171.2
JR7: 152.7
FS9: 150.2
ACH: 142.6

View Postsycocys, on 22 September 2015 - 11:41 AM, said:

It's only actual shortfall is the limited ammo space when it comes to most of the variants having missile hardpoints. I generally just run 2s on them, but it would be nicer to run 4s or a 6.

Limited ammo space is just one of its shortfalls. Having a sub-250 engine max and being cheated out of heat capacity/dissipation by PGI for absolutely no good reason is another. Having just four hard points, mixed M and E is a third. Being 5-10 tons lighter is a fourth, since it means less armour.

Saying the COM is on par with the current two top-tier lights is ... well, it's a bit separated from reality, let's just leave it at that.

#82 Deathlike

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Posted 22 September 2015 - 12:19 PM

View PostMcgral18, on 22 September 2015 - 12:11 PM, said:

I don't like people who say this.


There is good reason why people call Locusts "Lolcusts".

I'm still trying to figure out the random justification for the 1V's existence.

#83 stjobe

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Posted 22 September 2015 - 12:29 PM

View PostDeathlike, on 22 September 2015 - 12:19 PM, said:


There is good reason why people call Locusts "Lolcusts".

I'm still trying to figure out the random justification for the 1V's existence.

The LCT-1V is a classic.

You know, kind of like a classic car - it's inferior to just about anything on the road today, but damn does it not bring back the memories!

#84 Nothing Whatsoever

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Posted 22 September 2015 - 01:05 PM

I'd start with fixing sub 250 Engines.

Give them all of them 10 Heat Sinks along with the appropriate tonnage and then apply floating HS crits for the Crit occupation.

That way a 60 Rated Engine has eight floating crits with SHS and 24 floating crits for 8 DHS.

A 150 would have four floating crits for SHS and 12 floating crits for 4 DHS.

The 175 would have three floating crits for SHS and nine for three DHS and so on.

And the same would work for Clans and locked Equipment. That way any additional HS would then have the external values applied.




And specifically

Commandos said:


Can I get Jump Jets?


Commandos can benefit from Jump Jets, Armor and Structure boosts, and missile boosts.

Allowing a max of six would be plenty for Hover Jets.

Then the TDK quirks in the PTS could be a bench mark for the 25 tonners, (including the Myst Lynx), here's a comparison of what can be done. Locusts could also benefit from a 2.5x boost, but I haven't made a table like the one below for them yet.
Posted Image

Lastly, if we are stuck with dead fire SRMs, then I agree that spread and velocity quirks would be best, since the idea is to snap shot on the run and leading other speedies is hard enough with net code hiccups using SRMs and not wasting ammo, since that's one of the bigger issues with SRMs is all of the wasted damage through spread, missing and so on.

Heat and Cooldown quirks would be icing on the cake.

So if SRMs can be punishing out to 270 M, that might be enough so have spread really tight out to ~255 M, with velocity that could match real-life Hydras at 739 m/s, so a 246.33% boost to velocity from 300 m/s. Locusts and Lynxes, should benefit from the same or similar quirks.

#85 MischiefSC

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Posted 22 September 2015 - 01:13 PM

If IS mechs were made equal to Clan mechs a ton of people would quit, because for all the talk some people only play games slanted to give them an advantage and PGI has been catering to them for years.

If IS mechs became flat out better than Clans and left that way for 2 years there would be a shitstorm. Because those same players are bad sports and have never wanted a balanced game, they wanted a game that let them pretend to be special while only having to put in mediocre effort.

#86 Alstren

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Posted 22 September 2015 - 01:32 PM

But.... my Locust-1E already kills Dire Wolves... Seriously though its the cheetah that needs a nerf not the IS lights that need a buff.

#87 Red Shrike

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Posted 22 September 2015 - 01:46 PM

View PostDeathlike, on 22 September 2015 - 12:19 PM, said:

I'm still trying to figure out the random justification for the 1V's existence.

4 Machineguns. What other justification do you need?

#88 Deathlike

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Posted 22 September 2015 - 01:49 PM

View PostTimberwolf581, on 22 September 2015 - 01:46 PM, said:

4 Machineguns. What other justification do you need?


It's bad. Full stop.

#89 FupDup

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Posted 22 September 2015 - 01:54 PM

View PostDeathlike, on 22 September 2015 - 01:49 PM, said:

It's bad. Full stop.

The MG is really a good gun, guise! It does extra critical damage!

#90 Krivvan

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Posted 22 September 2015 - 02:11 PM

The ERLL Locust is actually a very good poker. Its acceleration and decceleration along with low laser duration is so good that it can poke VERY safely.

The problem is that that locust can only hold one laser. A single ERLL. Which means although it's such a good poker, it can't output enough damage in a game to be impactful. Frequently gives you the "holy crap I did so well that game.....only 400 damage?!?!?" game.

The SPL Locust actually does have enough damage output to be impactful, but its chassis strengths are at range, not up in brawls where it is very liable to get one-shot.

I don't know how you truly fix the Locust without adding hardpoints and increasing tonnage (changing engine heatsink restrictions). Any more maneuverability doesn't help its core problems. And it's been discussed ad nauseum why throwing on huge infotech quirks don't make a bad mech good.

Edited by Krivvan, 22 September 2015 - 02:13 PM.


#91 stjobe

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Posted 22 September 2015 - 02:13 PM

View PostFupDup, on 22 September 2015 - 01:54 PM, said:

The MG is really a good gun, guise! It does extra critical damage!

Just so nobody that happens to stroll by this thread and doesn't have a clue about the MWO MG thinks you're serious, here's my usual "History of the MG" table. It was current as of May 2015, and AFAIK nothing has changed with the MG since then:

Posted Image

#92 Krivvan

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Posted 22 September 2015 - 02:14 PM

View Poststjobe, on 22 September 2015 - 02:13 PM, said:

Just so nobody that happens to stroll by this thread and doesn't have a clue about the MWO MG thinks you're serious, here's my usual "History of the MG" table. It was current as of May 2015, and AFAIK nothing has changed with the MG since then:

It actually wasn't a bad brawler light weapon in the Ember days. But then they nerfed it. I mean PGI has to be comfortable with weapons/mechs being strong in one area if it means them being weak in others.

#93 stjobe

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Posted 22 September 2015 - 02:21 PM

View PostKrivvan, on 22 September 2015 - 02:14 PM, said:

It actually wasn't a bad brawler light weapon in the Ember days. But then they nerfed it. I mean PGI has to be comfortable with weapons/mechs being strong in one area if it means them being weak in others.

In the Mk. V days it was powerful enough that you could take two and not feel you've just wasted three slots and two tons. That was hot-patched out in a record 14 days, because obviously the game broke when lights had a viable MG and couldn't safely be ignored any more.

Yes, having six Mk V on a 65-ton JM6-DD, coupled with dual PPCs or Dual LLs did eat through internals like nothing - but so does the 50-60 point lolphas we have gotten so used to these days, not to mention a dual-Gauss or dual-AC/20 JM6-DD.

They didn't nerf the PPCs, the LLs, the Gauss, or the AC/20. No, they nerfed the MG. Because obviously that was the OP weapon.

And that just says everything you need to know about PGI's ability to balance their weapons or their game.

Edited by stjobe, 22 September 2015 - 02:22 PM.


#94 Deathlike

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Posted 22 September 2015 - 02:23 PM

I don't think anyone asked for a preemptive nerf for MGs when the Clans dropped.

Just saying.

#95 stjobe

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Posted 22 September 2015 - 02:26 PM

View PostDeathlike, on 22 September 2015 - 02:23 PM, said:

I don't think anyone asked for a preemptive nerf for MGs when the Clans dropped.

Just saying.

I don't think anyone in their right mind have ever asked for a nerf to the MG, pre-emptive or otherwise. It's a bad weapon, always has been.

The only one who is afraid of it is Paul. And he's an [redacted].

#96 Krivvan

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Posted 22 September 2015 - 02:27 PM

View Poststjobe, on 22 September 2015 - 02:21 PM, said:

And that just says everything you need to know about PGI's ability to balance their weapons or their game.

I really think they're just out of touch with how good every weapon and playstyle actually is. Their experiences seem to mostly come from their own semi-internal squirrel server stuff (which is probably terribly biased and not indicative of the live server now; with a closed environment like that you lose touch with the actual game, plus I doubt the better testers are likely to stick around as much as the ones that don't understand the game much) or low tier live games.

Edited by Krivvan, 22 September 2015 - 02:29 PM.


#97 aniviron

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Posted 22 September 2015 - 02:32 PM

View PostKrivvan, on 22 September 2015 - 02:27 PM, said:

I really think they're just out of touch with how good every weapon and playstyle actually is. Their experiences seem to mostly come from their own semi-internal squirrel server stuff (which is probably terribly biased and not indicative of the live server now; with a closed environment like that you lose touch with the actual game, plus I doubt the better testers are likely to stick around as much as the ones that don't understand the game much) or low tier live games.


Posted Image

#98 Red Shrike

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Posted 22 September 2015 - 02:32 PM

View PostDeathlike, on 22 September 2015 - 01:49 PM, said:

It's bad. Full stop.

Not when you mount 4 of the suckers.

4 Machineguns, 6000 rounds of ammo and an enemy Atlas is all I need.
Of course backup would be appreciated. I can't solo an Atlas.

But I can try. :ph34r:

Edited by Timberwolf581, 22 September 2015 - 02:33 PM.


#99 Deathlike

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Posted 22 September 2015 - 02:33 PM

View PostKrivvan, on 22 September 2015 - 02:27 PM, said:

I really think they're just out of touch with how good every weapon and playstyle actually is. Their experiences seem to mostly come from their own semi-internal squirrel server stuff (which is probably terribly biased and not indicative of the live server now; with a closed environment like that you lose touch with the actual game, plus I doubt the better testers are likely to stick around as much as the ones that don't understand the game much) or low tier live games.


So you're saying...

*insert meme pic here*

Gets feedback from Squirrels

Ignores Feedback from Tier 1+2

Applies All Feedback from Tier 4+5


Sounds about right.

#100 Khobai

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Posted 22 September 2015 - 02:39 PM

Quote

Whaaaaaat? No they don't. More concentrated in most cases, but the total amount is the same (or actually less if we compare IS regular ACs to Clan Ultras other than the 5).


ok more lethal damage.

the point is theres already precedent for IS weapons being superior to clan weapons. So why not IS SRMs too?





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