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The Current Light Meta And Why It Needs To Change


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#121 FupDup

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Posted 13 October 2015 - 01:28 PM

View Postcdlord, on 13 October 2015 - 01:21 PM, said:

Shocker, I have. On my Firebrand and on my Jenner. Their cycle rate and heat make them overall more damaging than the same number of medium lasers when you equip 5 or more. At least, back when I used them in like....early 2014.... Haven't used my Jenners in quite a while and I currently have a Rifleman loadout on my Firebrand.

The damage per ton and damage per heat of the SL aren't very much higher than the ML.

SL DpH: 1.5
ML DpH: 1.25

SL DpT: 6
ML DpT: 5

When we factor in that the Medium Laser has DOUBLE the range, it's pretty clear that the SL loses a lot more than it gains in this exchange. Weapons with half range are kind of supposed to be a lot better in that range than weapons that can poke from greater distances...otherwise it's pointless to use short range guns in the first place. The SL does not live up to this expectation, its lethality is only a modest amount higher than the ML while sacrificing an extreme amount of range.

If you think that the IS Small Laser is overpowered, then your baseline for weapon effectiveness is set atrociously low.

Edited by FupDup, 13 October 2015 - 01:47 PM.


#122 CDLord HHGD

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Posted 13 October 2015 - 01:28 PM

View PostPurpleNinja, on 13 October 2015 - 01:27 PM, said:

How many threatening UrbanMechs have you seen?
That's your answer.

At least one. :D

Posted Image

#123 Screech

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Posted 13 October 2015 - 01:44 PM

View PostYanlowen Cage, on 13 October 2015 - 01:04 PM, said:

Maybe small lasers are op????



This gets said a lot and it makes me shake my head because clan small lasers might be the most nerfed weapon in the game. To me they are perfect because they are BRAWLING weapons that are better then any other weapon when used in the BRAWLING range.

What might be better is to get SRMs the same love so people have an OPTION to the weapons they can use to BRAWL.

This might also make brawling more viable play style in general which would be a great benefit to the game overall.

#124 FupDup

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Posted 13 October 2015 - 01:45 PM

View PostScreech, on 13 October 2015 - 01:44 PM, said:



This gets said a lot and it makes me shake my head because clan small lasers might be the most nerfed weapon in the game. To me they are perfect because they are BRAWLING weapons that are better then any other weapon when used in the BRAWLING range.

What might be better is to get SRMs the same love so people have an OPTION to the weapons they can use to BRAWL.

This might also make brawling more viable play style in general which would be a great benefit to the game overall.

That is a bit of a funny thing to note, that people like to call Clan Smalls OP, and then those same people will later say that brawling and brawling mechs are dead and everything is long range...

Oh the wonders of the bipolar MWO forums...

#125 Deathlike

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Posted 13 October 2015 - 01:47 PM

View PostFupDup, on 13 October 2015 - 01:45 PM, said:

That is a bit of a funny thing to note, that people like to call Clan Smalls OP, and then those same people will later say that brawling and brawling mechs are dead and everything is long range...

Oh the wonders of the bipolar MWO forums...


The reality is that while Clans have range and IS brawls effectively... it does't mean that the IS can't do range too or that Clans can't brawl.

People don't experiment enough or play outside of their comfort zone to realize this.

#126 Weeny Machine

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Posted 14 October 2015 - 07:19 AM

View PostDeathlike, on 13 October 2015 - 01:47 PM, said:


The reality is that while Clans have range and IS brawls effectively... it does't mean that the IS can't do range too or that Clans can't brawl.

People don't experiment enough or play outside of their comfort zone to realize this.


Currently brawling is (if you want consistency) more risky than the dumb laser vomit meta build. That goes for both sides.

Still I prefer brawlers. It is simply more fun

#127 1Grimbane

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Posted 14 October 2015 - 08:41 AM

The lesson to every whiner..... get better homie

#128 Sethliopod

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Posted 14 October 2015 - 09:27 AM

View PostKhobai, on 13 October 2015 - 11:37 AM, said:

...<snip>...

I agree that the game needs other roles.

But it order to incorporate new roles we need new gamemodes. As long as killing the enemy team is the best way to win every single gamemode then having non-combat roles is NEVER going to work.


What we need is a ticket based gamemode. Each team gets say 8000 tickets. And whenever a mech dies its team loses tickets equal to the mechs tonnage. What that does is penalize lights less than heavies/assaults for dying. You get to respawn as many times as you want the only catch is your team loses tickets each time you respawn. That takes emphasis off killing the other team as the main objective but still makes getting kills important enough that you dont want to repeatedly die.

There would also be 3-5 objectives spread out across the map. Objectives would be captured just like conquest points. And each objective your team controls would bleed tickets at a rate of 1/second from the enemy team. Additionally the objectives could have a secondary function like being ammocaches, repair bays, satillite uplinks, aerotech bases, artillery batteries, etc... to prevent abuse, using the repair bay should cost tickets, but it would cost about half as many tickets to repair, than if your mech died.

Lastly each team would have a destroyable base and if your base is destroyed you lose instantly. That would give teams that fall behind in tickets a way of still winning and causing an upset. It would also help make things like scouting more relevant because you'd constantly need to know if the enemy team is grouping up to hit your base or not.

...<snip>



Put this into a player test realm and I will call in sick and lock my wife out of the man cave to test the hell out of it.
I suppose it's too far from Battletech to ever even be considered, but it would be a beautiful and popular game mode.

Edited by Sethliopod, 14 October 2015 - 09:28 AM.


#129 SirSlaughter

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Posted 14 October 2015 - 10:06 AM

View PostEl Bandito, on 12 October 2015 - 05:23 PM, said:

PGI needs to [...] make the bloody TAG visible in heat vision only for the enemy.


That's a really good idea!

#130 CDLord HHGD

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Posted 14 October 2015 - 10:09 AM

View PostSirSlaughter, on 14 October 2015 - 10:06 AM, said:


That's a really good idea!

It happens occasionally. :D

#131 1Grimbane

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Posted 14 October 2015 - 01:27 PM

I have to agree on the tag being invisible.... when i was in the marine corps we had peq 2 infrared lasers, meaning you could only see them with nvg's or thermal on.... make it so PGI it makes total sense

Edited by 1Grimbane, 14 October 2015 - 01:29 PM.


#132 ColourfulConfetti

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Posted 14 October 2015 - 02:28 PM

View PostJazzbandit1313, on 12 October 2015 - 04:57 PM, said:

Let's start off with what we see most commonly in our light lances:

1. SML or SMPL FS9's or Cheetas

2. ERLL Ravens

3. The occasional myth lynx, jenner, spider, commando, lolcust...etc.

Light piloting has become a cesspool of high alpha, low heat, fast fire rate, god hitbox mechs that will take out your rear torso in two shots. It's especially insulting when you're zoomed in and the rear damage indicator decides not to work for the moment, then you die. I am SO sick and tired of dealing with peekaboo lights that alpha torsos off in three volleys, while you desperately try to hit them in their almost non-existent legs or CT from mid range.

Here's what we need to see more of:

1. Builds that support the team by targeting, relaying information, deploying UAV's, rather than headhunting the entire round.

2. NARC's, lots and lots of NARC's.

3. TAG lasers anyone?

4. LRM5/10's for long range harassment.

5. MIXED laser loadouts.

And no, it's not that I can't hit lights. I didn't get to tier two with bad aim now did I? Yes, I've taken down my fare share of Cheetas and FS9's with assaults and heavies, but the variety of their builds is starting to dwindle. Lights aren't supposed to take as much time, armor, and damage as an assault.

PGI fix.

*Tell me how ridiculous this sounds (ACH). 6xSML. I can fire 7 alphas without overheating. 30 damage. 30x7 = 210.

210 damage while holding down the alpha button while running, and you don't shut down to get killed.....IN A LIGHT.

Forgot to mention. JJ's, ECM, And enough armor and god hitboxes to stay alive the whole round.


LMAO. How dare lights use their speed to flank and core backs while the heavy guys are distracted! Lights should never be able to kill assaults or heavies EVAR. I DON'T POSSES THE SKILL TO LEG LIGHTS PGI PLZ NERF. If you let a small pulse Firestarter or Arctic cheetah get near you, you're obviously doing something wrong, the mechs are built knife fighters. Stop blaming Lights for using their speed and maneuverability to their advantage, they have a solid role in the game right now. It really isn't that hard to peg a light's leg, especially when you got a solid team behind you also shooting at their legs.

I think that spiel about lrms 5/10 and narcs on a light was the icing the cake.

#133 InspectorG

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Posted 14 October 2015 - 03:36 PM

View PostThe Atlas Overlord, on 12 October 2015 - 08:26 PM, said:


So lights:
Small hit boxes (huge advantage)
Fast (huge advantage)

Assaults:
Giant hitboxes (huge disadvantage)
Slow (huge disadvantage)
Armor is meaningless b/c a light can bypass it by going around you, and everything else can't miss you (huge disadvantage)

Why again should lights also be able to do as much damage as assaults?


Sorry bud, you have no concept.

Go run a Locust for a while, buy the E. It is tiny, fast, and has many of those OP light weapons. Go find the nearest Assault and run around him. Core his back out EZ PZ.

Go get your easy kills. Get your easy Tier 1. Post a vid. I will Witness you. I will attest your Shiny and Chrome.

#134 InspectorG

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Posted 14 October 2015 - 03:47 PM

View PostNextGame, on 12 October 2015 - 11:36 PM, said:

There are lights in MWO?


SSSHHHHHHH!!!!!!!

Only T1 leets who use hax and macros play lights.

Everyone else avoids piloting them out of the spirit of fair play.

#135 adamts01

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Posted 15 October 2015 - 01:08 AM

The heavier the mech, the more you can carry. I can, and do, absolutely own in my Cheetah but it relies hevily on me having a good team or opponents that have bad positioning. My Timberwolf dominates no matter what and my W/L ratio in that mech is over 2:1 to show for it. The same goes for groups. More successful groups fill up their assault and heavy slots first. Same shooting skills in a mech with more firepower and more armor will win. And the light mechs you mentioned are laser vomits. I agree they're OP. I play them all and Cheetahs and Firestarters are consistently the best performers. Thing is, every mech that can boat energy is a good performer. We need more ghost heat or a big accuracy nerf to boated lasers on all chassis. Plus this ECM nerf that's floating around so that LRMs have a role again.

#136 Yozaa

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Posted 15 October 2015 - 07:58 AM

Short range has always been a risker than long range since the beginning
Same ol
Getting close is dangerous and so it should be
Allot of skill hate y
Im not skilled (compared to the top tier) but i respect it
Those dudes show us how
Im T2 if ur wondering
Acusing people of stuff without evidence is meh, same with teir generalizations
Play the ball not the players
Playing a light well is difficult that y the q is usually single figure.

Edited by Yozaa, 15 October 2015 - 08:18 AM.






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