Hazzimat, 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.
TheSilken, 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%?

















