

Raven Erll Is Op, Let's Nerf The Locust
#1
Posted 04 February 2016 - 04:08 AM
Changes because Raven ERLL etc... OK.
This "+10% range max" will hurt all LCT, except 3M.
See you "+25%" SPL LCT 1E.
Why ? Do Locust deserve this ?
#2
Posted 04 February 2016 - 04:19 AM
Edited by thehiddenedge, 04 February 2016 - 04:20 AM.
#3
Posted 04 February 2016 - 04:22 AM
Energy range reduction does a hurt a bit, but when you can move 150+ kph and change directions on a dime, the small range difference seems a bit arbitrary to me. When you can move that fast, and close distances that quickly, what's the real impact of losing about 15m optimal range and 30m max (SPLaser).
I think the skill tree nerf impacted lights a bit more. That brought their speed down along with maneuverability. Slower mechs like the Panther, Wolfhound, and especially Urbanmech really took a hard hit on that one.
Anyway, I'm not as concerned about that range nerf. If it hurts anything, maybe some select MLaser or MPLaser builds. Those I feel would be feeling the hurt more since they are probably mounted on slower machines that can't as easily change direction or GTFO.
Actually, if energy range hurts any class the most, it might be the Medium class.
#4
Posted 04 February 2016 - 04:27 AM
#5
Posted 04 February 2016 - 04:39 AM
#7
Posted 04 February 2016 - 05:25 AM
Kotzi, on 04 February 2016 - 04:39 AM, said:
Get out : ofc, hit and run. But run where ? You need a place to hide, quickly. It's a bet, some maps are not very suitable for this little p***; ok. Others mechs can handle damage, not LCT.
Is there any reason LCT to be nerfed ? Even lightly ?
https://www.reddit.c...ts_nerf_locust/
Edited by Brienne, 04 February 2016 - 05:35 AM.
#8
Posted 04 February 2016 - 05:34 AM
Brienne, on 04 February 2016 - 04:08 AM, said:
See you "+25%" SPL LCT 1E.
Why ? Do Locust deserve this ?
The 1E will be just fine. I've got a little over 100 matches in one and I've managed to average almost 400 damage a match in it. That's dropping against very good groups as well. It's fast, handles great, has high mounts, a good alpha and good heat quirks. I don't feel bad for it.
#9
Posted 04 February 2016 - 05:36 AM
#10
Posted 04 February 2016 - 05:38 AM
MeiSooHaityu, on 04 February 2016 - 04:22 AM, said:
Energy range reduction does a hurt a bit, but when you can move 150+ kph and change directions on a dime, the small range difference seems a bit arbitrary to me. When you can move that fast, and close distances that quickly, what's the real impact of losing about 15m optimal range and 30m max (SPLaser).
I think the skill tree nerf impacted lights a bit more. That brought their speed down along with maneuverability. Slower mechs like the Panther, Wolfhound, and especially Urbanmech really took a hard hit on that one.
Anyway, I'm not as concerned about that range nerf. If it hurts anything, maybe some select MLaser or MPLaser builds. Those I feel would be feeling the hurt more since they are probably mounted on slower machines that can't as easily change direction or GTFO.
Actually, if energy range hurts any class the most, it might be the Medium class.
The Reason why lights are more effected by nerfs is the ..... strange.....concept of light Mechs in MWO.
MWO and all its lore, its figures, equipment and stuff stems from the BATTLETECH universe.
Problem is light mechs where never meant for real combat.
They are scouts, pillagers, pilferers, scout hunters and anti Infanterie mechs.
Some are deemed harasser and everyone knowing Battletech knows this means a light will fight armored Infanterie, tanks and other conventional army stuff.
So the only reason why lights have any place in MWO is this unholy mix of their speed close to what the games engine alows and the combination of host state reversal ( HSR ) / faulty hitreg, lagshield, ( intentionaly ? )broken hitboxes hillarious ammount of hardpoints and ability to simply change weapons the way you want, next tocompletely missing terrain movement interaction....and so on and so on.
And still lights are hard to play for many ppl.
Why ?
Easy: Because they shouldn't be valid for regular Mech to Mech combat in the first place.
#11
Posted 04 February 2016 - 05:40 AM
Brienne, on 04 February 2016 - 04:08 AM, said:
Changes because Raven ERLL etc... OK.
This "+10% range max" will hurt all LCT, except 3M.
See you "+25%" SPL LCT 1E.
Why ? Do Locust deserve this ?
OMG: THE END OF THE WORLD IS NEAR!!!111ONE
The Lolcust is now going to have an effective range of 121m down from 137,5m which means a loss of 16,5 meters. Max range (which is a laughable 0,1 damage) is dropping from 275m to 242m netting a loss of tickle distance of 33 meters.
Seriously, at the speeds a Lolcust should be moving at, 16 meters is not really very noticeable.
#12
Posted 04 February 2016 - 05:41 AM
#13
Posted 04 February 2016 - 05:49 AM
The Basilisk, on 04 February 2016 - 05:38 AM, said:
The Reason why lights are more effected by nerfs is the ..... strange.....concept of light Mechs in MWO.
MWO and all its lore, its figures, equipment and stuff stems from the BATTLETECH universe.
Problem is light mechs where never meant for real combat.
They are scouts, pillagers, pilferers, scout hunters and anti Infanterie mechs.
Some are deemed harasser and everyone knowing Battletech knows this means a light will fight armored Infanterie, tanks and other conventional army stuff.
So the only reason why lights have any place in MWO is this unholy mix of their speed close to what the games engine alows and the combination of host state reversal ( HSR ) / faulty hitreg, lagshield, ( intentionaly ? )broken hitboxes hillarious ammount of hardpoints and ability to simply change weapons the way you want, next tocompletely missing terrain movement interaction....and so on and so on.
And still lights are hard to play for many ppl.
Why ?
Easy: Because they shouldn't be valid for regular Mech to Mech combat in the first place.
Agreed.
But, as we know, that isn't the game we are presented with so the needs of lights need to be considered a bit more when blanket nerfs hit.
The skill tree nerf should have been applied to Medium mechs to Assaults at least (if a mech by mech basis was too much).
Doesn't matter, PGI will do as it pleases.
#14
Posted 04 February 2016 - 05:51 AM
Changes get made, its not the intended target that gets the shaft, its the underdogs that pay the price.
#15
Posted 04 February 2016 - 06:20 AM
The Basilisk, on 04 February 2016 - 05:38 AM, said:
The Reason why lights are more effected by nerfs is the ..... strange.....concept of light Mechs in MWO.
MWO and all its lore, its figures, equipment and stuff stems from the BATTLETECH universe.
Problem is light mechs where never meant for real combat.
They are scouts, pillagers, pilferers, scout hunters and anti Infanterie mechs.
Some are deemed harasser and everyone knowing Battletech knows this means a light will fight armored Infanterie, tanks and other conventional army stuff.
So the only reason why lights have any place in MWO is this unholy mix of their speed close to what the games engine alows and the combination of host state reversal ( HSR ) / faulty hitreg, lagshield, ( intentionaly ? )broken hitboxes hillarious ammount of hardpoints and ability to simply change weapons the way you want, next tocompletely missing terrain movement interaction....and so on and so on.
And still lights are hard to play for many ppl.
Why ?
Easy: Because they shouldn't be valid for regular Mech to Mech combat in the first place.
So us on the Atlas doll where the locust touched you.
#16
Posted 04 February 2016 - 06:26 AM
#20
Posted 04 February 2016 - 07:04 AM
DivineEvil, on 04 February 2016 - 06:26 AM, said:
Weapon quirks influence mechs as much as they do weapons, if not more so.
I just wish they'd used some other approach like using additive range quirks instead of multiplicative (percentages benefit the rich more than the poor) or having negative range quirks for the IS ERLL to offset the generic energy range quirks.
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