L3mming2, on 30 September 2015 - 08:43 AM, said:
something to consider, assaults are not the favorite class heavy's are
Depends on Solo drop, Group/Map, or CW and Unit strategy.
L3mming2, on 30 September 2015 - 08:43 AM, said:
so nerfing the agility of assaults will make them horible to play, and it will hurt the better class (the heavys) less...
I never said all heavies and assaults needed to be nerfed the same. Dire likely needs only a little nerf to its agility, Timby needs more.
Dire should be the average Assault Agility and modify from there.
Timby is the MWO equivalent of Akuma. Competitively there is no reason to take anything else unless playstyle is the reason.
Firepower+Speed+agility+good Hitboxes+ choice Hardpoints. Buff Lights all you want they will never match.
Just how much a buff can you give an already agile light to compete, or at least incentivize, choosing one over a Timby?
L3mming2, on 30 September 2015 - 08:43 AM, said:
and more inportantly this buff to lights will buff them the same (ore even more so in low tiers) at all tiers
we need to buff lights in a way that they get better, but they have a high skill celing.
insane agility is the best i can come up with as it will make accurate shooting and situational awarnes much harder when u exploid it to the fullest ...
But how to buff Lights? They already are agile, by definition. Too much more agility and you will likely reach diminishing returns and control will suffer.
Im all for Light engines coming with 10 truedub DHS. Im all for Energy heat quirks because thats really the only realistic weapon for them to use, maybe including SRMs. Dakka is too heavy and Ammo dependant. LRMs only work if boated or quirked 6-ways to Hell and back.
The Best current lights are FS and AC for a reason. Humanoid shape, lots of E hardpoints, Agile and Fast, JJ, Quirks. Ravens up next but thats due more to quirks.
Just how is more agility gonna help them from getting Legged/Cored in one shot?
We have 'INFOTECH' on the horizon but IMO, PGI needs to look at player/RADAR/COMM interface not locks. Though i could see a 50% reduction in damage firing on an unlocked target. Ammo would have to be re-balanced for that. This could give Lights some reprieve.