Darian DelFord, on 18 June 2016 - 08:48 AM, said:
LoL. My response was quicker than your edit.
I am not saying hit reg is gone. But many assaults and heavies use it as a crutch for not aiming and hitting or using clan ER larg lasers and wanting to know why the light was not vaporized when they spread it all over.
The reverse is true. Lights think they are great due to hit reg issues that do crop up. However I think that the hit reg is no where near as prevalent as it used to be. Just spectating people you see very quickly people just don't know how to aim. Especially against a light that knows how to be unpredictable
That is one role yes. But by no means there only roll. And a light should never circle anything
I can agree with that, it is BETTER. It's just amazing how many try to play off liek it's totally about skill when you still watch, with regularity, Light Mechs streak into a cluster of 4-6 enemy, unload a few payloads, then streak off barely hurt. Mind you, there are for sure those times Hitreg lines up, Light goes splat.... and usually is followed by cries of Hax or a ragequit.
My thing isn't that I don't feel the pain, at least short term. But that it was a needed fix, and has been for 4 years, and I have personally been riding PGI on it since before Open Beta launched. Scale and Hitboxes should NOT be used to balance, but as baselines to build the rest of the balance from. We absolutely need as few variables in that as possible, if there is ever to be a chance of actual balance.
We have some things that are a lot more out of control... geometric shape, basic hardpoints and locations. But if you have a solid baseline, with Scale, and simply approach Hitboxes as "always the best possible for each chassis", it make sit a lot easier to build the rest. You can look at the Geometry, Speed factor and such and go...look this mech..it's got base Geo, it's going to take damage, so maybe we need to enhance it's offensive potential with hardpoint inflation. But without an impartial objective floor to build from, it's realyl not possible to get those things balanced.
Also, in an ideal world, this would allow them to minimize use of Quirks. Which are currently an out of control bandaid.
That said, PGI needs to get more proactive, keep changes MINOR, but also a lot more often. Every month should see quirk tweaks based off the telemetry between. But small ones.
And PGI absolutely needs to deliver on some form of Role Warfare and rewards based on it, especially info war.
But I can tell you, the way the game has been going since the last major quirk pass? On paper was one of the more balanced eras, in actuality, was the worst IMO since the height of poptarting.
As for only role? Of course not. But a light should have to leverage that speed and mobility to beat an Assault 1v1, not just be able to park and stutter step behind one, but probably actually have to hit and run, and then set up a new ambush point. And they should never win charges against an Assault, which i have witnessed Oxides do with some regularity. (bad hitreg combined with stupid levels of offensive quirks ftw!)
Edited by Bishop Steiner, 18 June 2016 - 09:15 AM.