The Light P Level Vs Tier Survey Results+Discution
#61
Posted 24 September 2015 - 03:33 PM
T1
#62
Posted 24 September 2015 - 03:45 PM
Fierostetz, on 24 September 2015 - 03:25 PM, said:
in that case i may or may not understand your point of view
#63
Posted 24 September 2015 - 03:54 PM
The match impact of every other class is higher under general circumstances. This is incredibly obvious in organized play.
tier glue.
Edited by Adiuvo, 24 September 2015 - 03:56 PM.
#64
Posted 24 September 2015 - 03:57 PM
T2 (I have a T3 cAlt and a T4 Smurf Alt).
#65
Posted 24 September 2015 - 04:02 PM
Adiuvo, on 24 September 2015 - 03:54 PM, said:
The match impact of every other class is higher under general circumstances. This is incredibly obvious in organized play.
tier glue.
I see your point about the armor/structure quirks in general, but I think some exceptions could be made...namely, when certain chassis happen to have sorta poopy hitboxes that are hard to make up for in other ways.
Beyond that, there actually are a few lights that have a "fluff" reputation for being more durable than their compatriots...the Panther, Adder, and Urbanmech come to mind. It gives us a third, additional tool to differentiate the lights from one another.
#66
Posted 24 September 2015 - 04:04 PM
FupDup, on 24 September 2015 - 04:02 PM, said:
Beyond that, there actually are a few lights that have a "fluff" reputation for being more durable than their compatriots...the Panther, Adder, and Urbanmech come to mind. It gives us a third, additional tool to differentiate the lights from one another.
In those cases I'd just rather see the hitboxes adjusted. The Jenner is still pretty bad nowadays, but you can sorta roll damage in it like you would a Raven.
Admittedly I did completely forget about stuff like the Panther and Urbanmech. Armor buffs would be appropriate there.
Edited by Adiuvo, 24 September 2015 - 04:04 PM.
#67
Posted 24 September 2015 - 04:05 PM
Adiuvo, on 24 September 2015 - 04:04 PM, said:
Admittedly I did completely forget about stuff like the Panther and Urbanmech. Armor buffs would be appropriate there.
I also forgot to mention the slow combat Raven variants...but that's not as pertinent since their engine caps got raised a long time ago.
I also want hitbox adjustments but PGI seems to only do those for newly released mechs that aren't selling well enough (e.g. Orion).
Edited by FupDup, 24 September 2015 - 04:06 PM.
#68
Posted 24 September 2015 - 04:10 PM
Adiuvo, on 24 September 2015 - 03:54 PM, said:
The match impact of every other class is higher under general circumstances. This is incredibly obvious in organized play.
tier glue.
sr but tier glue is not available in the survey... if u want ur vote to be added be a bit more spesific
#69
Posted 24 September 2015 - 04:12 PM
L3mming2, on 24 September 2015 - 04:10 PM, said:
sr but tier glue is not available in the survey... if u want ur vote to be added be a bit more spesific
The reason he said that is because most of this forum that knows him has a pretty good idea of what his tier is...
Aka T1
#71
Posted 24 September 2015 - 04:55 PM
#72
Posted 24 September 2015 - 04:58 PM
I'd even say to the Cheetah non-ECM torsos. At the moment, no reason not to take it. The 5% buff made it a choice (A P2W preorder choice).
Otherwise, the structure quirks make it plenty powerful and nothing else is really needed. It has exceedingly good hitboxes and good firepower. A single PoorDub is the only downside. I won't say no to no change at all.
All mechs should get 10 TrueDubs; simple bandaid fix, +0.6x Heat Dissipation quirk, 'x' being the number of PoorDubs. Normalizes them to 10 TrueDubs if you take a max engine (or are an Omni).
The FS9s could stand for either slight weapon buffs, or structure buffs. Either or; glass cannon is a role.
Every other Light? Lots of buffs to be had.
Myth Lynx? -20% ERML heat? 10% general (for that ERPPC build?) and 10% ER, removes the blanket heat nerf on this sad robot, making it potentially more viable, along with essentially another TrueDub (+2.07H/s) from the PoorDub bandiaid quirk.
Along with keeping current durability quirks; swap legs for armour.
I haven't played the others enough to suggest buffs, but ARMOUR (not structure) quirks on legs are always good choices.
Why not Structure? Because it increases fall damage. Formula takes starting Structure to determine damage dealt, and in the case of some mechs, can fall HALF as many times (Summoner in this case, but LOLcusts would have similar results, and Cheetahs VS Spiders). Armour wouldn't affect the formula, and also can't be crit.
A moderately well informed Tier 1 who enjoys XL400 Assaults.
#73
Posted 24 September 2015 - 05:13 PM
Lights across the board need to be able to turn and accelerate faster relative to Heavies and Assaults. This deficiency is exacerbated in under-engined 'Mechs like the Mist Lynx.
The heat dissipation penalties are also brutal; having to stack an extra DHS or two to compensate is four Jump Jets, four small lasers, two medium lasers, one medium pulse laser, a BAP, or ECM. Three-slot DHS and 14-slot Endo/Ferro do not help.
Lack of weapon choices is also a huge negative. IS small lasers fire too slow and are too short-ranged. Machine Guns lack DPS and spread too much, Medium Lasers border on too hot. Large lasers and PPCs are restricted to the heaviest of Light chassis, the latter of which are too hot and too slow. There are no light-weight ballistic options that offer low exposure times...
I also feel that they need armor buffs in some cases. Glass cannon is all well-and-good, but there is a threshold below which the 'Mech becomes prohibitively perilous. Even with extra agility, the MLX has arms that soak too much damage by virtue of being 33% (eyeballed) of the 'Mech's total surface area. Even with extra agility, the Locust is going to take quite a bit of damage to its legs from small falls and grazing hits, and if it's doing hill-humping then it needs to have the ability to take some damage back because lasers mandate face-time.
T2 Lolcust aficionado.
Edit: missed a "not," added for clarity.
Edited by Yeonne Greene, 24 September 2015 - 05:14 PM.
#74
Posted 24 September 2015 - 05:16 PM
SOME lights could use a small boost or some structure/armor help. The nature of lights isn't exactly tough and tanky (except Urbie, Adder a Kit Fox) but focused on mobility, speed and evasion. Cheetah and Firestarter are currently a bit excessive in my opinion, and if the Spider had better hard points it could be an issue. Missile based lights are generally underpowered and need love, and ballistics in general need help with ammo capacity.
Edited by stealthraccoon, 24 September 2015 - 05:17 PM.
#75
Posted 24 September 2015 - 05:18 PM
stealthraccoon, on 24 September 2015 - 05:16 PM, said:
SOME lights could use a small boost or some structure/armor help. The nature of lights isn't exactly tough and tanky (except Urbie, Adder a Kit Fox) but focused on mobility, speed and evasion. Cheetah and Firestarter are currently a bit excessive in my opinion, and if the Spider had better hard points it could be an issue. Missile based lights are generally underpowered and need love, and ballistics in general need help with ammo capacity.
so i put you down for choise 3?
if thats wrong i'll change it again
Edited by L3mming2, 24 September 2015 - 05:19 PM.
#76
Posted 24 September 2015 - 05:34 PM
Mid-Tier 2
I don't want to spend time repeating out Jenners got shafted because the Firestarter got better quirks... the Spider-5V being always terrible (although that might be more indefinite than anything), the Mist Lynx having "no arms", and the Commando being inferior to the Lolcust (which in itself makes no sense).
Any time people call Lights OP, means more about their ability to take down Lights.. than it is the Lights themselves in conjunction with hitreg.
I mean, if Lights were that OP, you'd see them @ a 20% clip in the MM right? That doesn't ever regularly happen (when the Wolfhound is out, the queues will be inflated for a bit).
Edited by Deathlike, 24 September 2015 - 06:12 PM.
#77
Posted 24 September 2015 - 05:46 PM
- improve the earnings by far.
"But lights are cheap!"
********, the survival chances of lights increases far more when using modules than any other class, so it likely eats as much or more money than whatever other mech you can name. Plus lights help the team in ways that the AI don't recognize as contributing to the victory, which sucks. - Have PGI program this AI in the training grounds that imitates an ingame opponent trying to shake you from behind him. This is one field of practice that is fairly hard to get because of the shortness of engagements (esp. with more skilled... uh... shakers). We lights don't get to practice these kind of reflexes often like other classes can practice aiming.
Bar says T2
Edited by Nightingale27, 24 September 2015 - 05:51 PM.
#78
Posted 24 September 2015 - 05:51 PM
Nightingale27, on 24 September 2015 - 05:46 PM, said:
- improve the earnings by far.
"But lights are cheap!"
********, the survival chances of lights increases far more when using modules than any other class, so it likely eats as much or more money than whatever other mech you can name. Plus lights help the team in ways that the AI don't recognize as contributing to the victory, which sucks. - Have PGI program this AI in the training grounds that imitates an ingame opponent trying to shake you from behind him. This is one field of practice that is fairly hard to get because of the shortness of engagements (esp. with more skilled... uh... shakers). We lights don't get to practice these kind of reflexes often like other classes can practice aiming.
Bar says T2
i'm going to put you down in "buff" not realy sure thats what u want do... why is it so difficult to make smart ppl follow simple instructions...
#79
Posted 24 September 2015 - 05:53 PM
#80
Posted 24 September 2015 - 05:53 PM
Nightingale27, on 24 September 2015 - 05:46 PM, said:
- improve the earnings by far.
"But lights are cheap!"
********, the survival chances of lights increases far more when using modules than any other class, so it likely eats as much or more money than whatever other mech you can name. Plus lights help the team in ways that the AI don't recognize as contributing to the victory, which sucks.
My Locust 1E cost 30,498,992 C-bills after accounting for the upgrades and modules (Derp, Info, Shocks, Med. Range, Med. Cool)...
...
...holy sh*t.
Edit: Ninja.
Edited by Yeonne Greene, 24 September 2015 - 05:54 PM.
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