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The Good, The Bad And The Ugly


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#21 Darian DelFord

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Posted 24 November 2015 - 08:38 AM

View PostHazzimat, on 23 November 2015 - 10:02 AM, said:

Am I the only one that thinks lights should be easier to kill, not harder to kill? Lights are like the tanks currently on live, and even slower assaults and heavies are like the easy things to kill. I haven't tried the PTS though, so I don't know if it is now easier or harder. Personally, I think lights should be all mobility but easy to kill if you can hit them. Like when I try to pilot a locust, lol.


Currently on live lights are easy to kill. The only lights that can really shake off damage are the holy trinity of lights (Firestarter, Arctic Cheetah and Wolfhound).

Now that the Jenners have been yet again nerfed into the ground with the hit box "fix" I now have a whopping 30 armor for my whole mech (Side Torso) one shot and I am toast. On the PTS our mobility to a huge hit, and we are now less mo;bile which means we are now easier targets. As an above poster said it is like walking through molasses. The main problem is agility is tied to your engine size. Until this is de-coupled heavies and assaults will always be to agile for lights to stay int he back ground. This leads to assaults being able to aim 180 behind them in less than 1.5 seconds. With that speed lights can not possibly stay behind a heavy or an assault mech.

People think just because the Arctic Cheetah' can tank like an assault, all lights can. This is simply NOT the case by any means.

View PostTheSilken, on 23 November 2015 - 10:18 AM, said:

Personally Light and Assault pilots should actually be working together on stuff like this instead of opposing each other. To both agility and speed are crucial to their survival, to dodge shots/re-position quickly on Lights, and to keep up with the rest of the team/spread damage on Assaults. Lets pick on the Mediums and Heavies rather than the more difficult classes guys.


The problem with this is lights DO NOT have the firepower, or the armor that assaults have. We have to be able to move. IF now we are toast. Currently with 12 enemy mechs on the field on these super small maps, it is very easy for lights to get popped and not even know they were spotted.

One simply solution to all the balance issues to this game is get rid of the damn skill tree, and put in an XP system for each individual mech and chassis. The default path can be general quirks and then if the pilot wishes to specialize their mech one way over another they can do so.

Lights have continuously been directly and in-directly nerfed since closed beta. People think that lights are all powerful Goa'ulds (Gods) yet the light queue is consistently under 10%?

#22 Weeny Machine

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Posted 24 November 2015 - 12:40 PM

View PostDarian DelFord, on 24 November 2015 - 08:38 AM, said:


Currently on live lights are easy to kill. The only lights that can really shake off damage are the holy trinity of lights (Firestarter, Arctic Cheetah and Wolfhound).


A Wolfhound with an XL has good hit boxes but is nowhere near the FS or ACH imo. A Wolfie with a standard engine can be annoying like hell. But heck, he gives up either a lot of tons or some speed for this advantage which is fine


View PostDarian DelFord, on 24 November 2015 - 08:38 AM, said:

The main problem is agility is tied to your engine size. Until this is de-coupled heavies and assaults will always be to agile for lights to stay int he back ground. This leads to assaults being able to aim 180 behind them in less than 1.5 seconds. With that speed lights can not possibly stay behind a heavy or an assault mech.


This sums the problem up nicely. And hey, if a heavy or assault pilot is really fish-eyed he can use streaks...

Edited by Bush Hopper, 24 November 2015 - 12:45 PM.


#23 Darian DelFord

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Posted 24 November 2015 - 03:21 PM

View PostBush Hopper, on 24 November 2015 - 12:40 PM, said:


A Wolfhound with an XL has good hit boxes but is nowhere near the FS or ACH imo. A Wolfie with a standard engine can be annoying like hell. But heck, he gives up either a lot of tons or some speed for this advantage which is fine




This sums the problem up nicely. And hey, if a heavy or assault pilot is really fish-eyed he can use streaks...



Yeah but a wolfhound and lesser extent commando can still spread damage better than the raven, Jenner locust and others

Skill being equal between an assault pilot and a light pilot, the light pilot loses 9 times out of 10 currently on live servers. Even with the agility nerf incoming I do not see it getting much better.

#24 SilentScreamer

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Posted 24 November 2015 - 03:36 PM

Remember, this PST4 build is a temporary point between "uber weapon quirks" and "information warfare".

I view the pilot skill tree changes as part of tightening the gap between New players and Veterans. This will also make it easier on those of us adding new mechs to our hangers. Every Mechwarrior who has leveled a new chasis since Beta should agree that taking a mech you do not have all Elite skills into a match is painful and taking a mech you do not have any Basics in is equivalent to a root canal, colonoscopy and kick to the groin all at once.

The downside is EVERY class and chasis will perform worse. Assault mech pilots depended on spin speed and range to defend against lights. Light pilots will suffer from larger turning radius and slower acceleration that will make them much easier targets. Heavies and mediums will be affected also as others have already mentioned.

The current Quirk system started about a year ago and although PGI has pitched information warfare as the solution to reign in excessive weapon quirks we have yet to see a whole PTS implemented. Only bits and pieces such has the movement quirks on rebalance PTS1 and the now rejected "laser lock" on Rebalance PTS3.

Hopefully the PTS4 release will quickly transition to a newly enlightened, dynamic and "balanced" system.

#25 Darian DelFord

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Posted 24 November 2015 - 05:18 PM

View PostSilentScreamer, on 24 November 2015 - 03:36 PM, said:

Remember, this PST4 build is a temporary point between "uber weapon quirks" and "information warfare".

I view the pilot skill tree changes as part of tightening the gap between New players and Veterans. This will also make it easier on those of us adding new mechs to our hangers. Every Mechwarrior who has leveled a new chasis since Beta should agree that taking a mech you do not have all Elite skills into a match is painful and taking a mech you do not have any Basics in is equivalent to a root canal, colonoscopy and kick to the groin all at once.

The downside is EVERY class and chasis will perform worse. Assault mech pilots depended on spin speed and range to defend against lights. Light pilots will suffer from larger turning radius and slower acceleration that will make them much easier targets. Heavies and mediums will be affected also as others have already mentioned.

The current Quirk system started about a year ago and although PGI has pitched information warfare as the solution to reign in excessive weapon quirks we have yet to see a whole PTS implemented. Only bits and pieces such has the movement quirks on rebalance PTS1 and the now rejected "laser lock" on Rebalance PTS3.

Hopefully the PTS4 release will quickly transition to a newly enlightened, dynamic and "balanced" system.



The problem is PTS 4 as of now goes live next week.

And the last thing most lights needed was to be an easier target. The Jenner is already easier to kill thanks to the ST "Fix". And the readjustment that they plan on doing next patch day will not fix the issue. The issue with the Jenner is not a hit box fixable problem. The CT and ST are just so elongated there is no fix for them. The only thing that will make the Jenner viable again is a Structure / Armor buff much like the Oxide got.





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