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#21 Weeny Machine

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Posted 15 June 2016 - 10:23 AM

View PostfeeWAIVER, on 15 June 2016 - 08:21 AM, said:


It is what it is.. I mean, 4x SRM4's do good damage, and surely that's a factor as well.
You asked why it has structure quirks, and I provided a reasonable answer- because you're forced to brawl to some degree under 270m on ground level with no JJ's. If it weren't "in the top 3" something else would be, simply by the process of elimination, yes?


Huginn was even more of a brawler than the Oxide. The Huginn's alpha strike was half of that the Oxide...and look how it ended for the Huginn. A wonderful mech which was - imo - balanced because it was a high risk / high reward mech which had even less structure quirks than the Oxide. However, people who didn't know how to brawl because they ran their LOLALPHA laser builds whined enough to get it gutted

#22 Darian DelFord

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Posted 15 June 2016 - 10:34 AM

View PostBush Hopper, on 15 June 2016 - 10:23 AM, said:


Huginn was even more of a brawler than the Oxide. The Huginn's alpha strike was half of that the Oxide...and look how it ended for the Huginn. A wonderful mech which was - imo - balanced because it was a high risk / high reward mech which had even less structure quirks than the Oxide. However, people who didn't know how to brawl because they ran their LOLALPHA laser builds whined enough to get it gutted


This is my concern as well. I mean it's not like the Oxide can tank 50 point alpha to its side torso. One shot and it's still dead in the water and to be truly effective it needs to be less than 100 meters. Tired of the assaults and heavies thinking they should be the only thing feared on the battle ground. That is all this thread. Is about.

The problem is lights have been directly and indirectly nerfed into the ground for the last several years. Whenever one tries to rise up it gets stomped back down by whiny assaults who put 1 point of armor on their back torso and strip off 30 points from their legs and then come to the forums because their mistakes got them killed.

Edited by Darian DelFord, 15 June 2016 - 10:36 AM.


#23 Iron Heel

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Posted 15 June 2016 - 10:43 AM

View PostDarian DelFord, on 15 June 2016 - 10:34 AM, said:


This is my concern as well. I mean it's not like the Oxide can tank 50 point alpha to its side torso. One shot and it's still dead in the water and to be truly effective it needs to be less than 100 meters. Tired of the assaults and heavies thinking they should be the only thing feared on the battle ground. That is all this thread. Is about.

The problem is lights have been directly and indirectly nerfed into the ground for the last several years. Whenever one tries to rise up it gets stomped back down by whiny assaults who put 1 point of armor on their back torso and strip off 30 points from their legs and then come to the forums because their mistakes got them killed.


Truth !

Can't tell you how often I roll up behind a heavy or assault and core out their center rear or strip their leg armor in one shot.
It's a pleasant surprise and a bit pathetic at the same time.

#24 Revis Volek

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Posted 15 June 2016 - 10:51 AM

View PostAlistair Winter, on 15 June 2016 - 08:13 AM, said:

We can rationalise this until the cows come home. The fact of the matter is that the Oxide is one of the top 3 light mechs now, has been for a while. People act like the quirks aren't the reason, and it's increasingly silly.



I have owned the Oxide since it came out, it has never been this good. Not even close!

Actually the F was the best one until they quirked the living stink out of the Oxide, it very much OP and either needs to be brought down or the other jenners need some love to be brought up to the Oxide standard.

View PostMechPorn, on 15 June 2016 - 07:39 AM, said:

I would agree with this, as long as they fixed the Arctic Cheater first.



You mean break the cheater, There is nothing wrong with it aside from amazing hit boxes and the best shape (huminoid) for this game coupled with the plus' of clan tech.

Its just the perfect Trifecta, it would have to be butchered and i dont think anyone wants that to happen....i am much, much, much more afraid of an Oxide or Splat IIC Jenner then I am of an ACH.

#25 Weeny Machine

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Posted 15 June 2016 - 11:17 AM

View PostDarian DelFord, on 15 June 2016 - 10:34 AM, said:

This is my concern as well. I mean it's not like the Oxide can tank 50 point alpha to its side torso. One shot and it's still dead in the water and to be truly effective it needs to be less than 100 meters. Tired of the assaults and heavies thinking they should be the only thing feared on the battle ground. That is all this thread. Is about.

The problem is lights have been directly and indirectly nerfed into the ground for the last several years. Whenever one tries to rise up it gets stomped back down by whiny assaults who put 1 point of armor on their back torso and strip off 30 points from their legs and then come to the forums because their mistakes got them killed.


Sums it up nicely.

What is so spot on is that argument about the leg armour. When I play my lights and mediums I always attack an assaults legs. In most cases they fold in so much easier than their ST/CTs because less leg armours means "moar weaponz!11!!!"

Yesterday I got insulted by one calling me "*******" because I legged him and then danced around his precious Highlander IIC until the second leg came off


Edit: When I played in the afternoon the heavy queue was ranging between 32-44%! and the assaults at 30%ish...heck....we must have a playerbase full of saints because in other games people gravitate to the OP stuff. Btw, when I wrote the edit I had a facial expression like that below

Posted Image

Edited by Bush Hopper, 15 June 2016 - 11:21 AM.


#26 Baulven

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Posted 15 June 2016 - 11:39 AM

View Postkapusta11, on 15 June 2016 - 06:45 AM, said:

Nice try Gyrok. At least this time you've picked different faction.


Wow. Someone plays predominantly faction warfare and you magically assume it's someone's alt instead of someone new. I am glad your deductive reasoning exceeds that of my seven year old.

#27 Baulven

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Posted 15 June 2016 - 11:42 AM

View PostBush Hopper, on 15 June 2016 - 08:16 AM, said:

Personally I think the Oxide is better than any IIC Jenners.

I think some structure quirks should be toned down. However, I fear PGI will give it the Huginn treatment...which is now trash tier having no big alpha (which it didn't have before) and no dps to speak of (which it had before at least).


See I don't want it regulated to a dust bin. I would prefer to see it halve its structure quirks and see how it goes. That in itself may turn it from God more to just a strong mech.

Edited by Baulven, 15 June 2016 - 11:50 AM.


#28 -Natural Selection-

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Posted 15 June 2016 - 11:44 AM

-300m weapons, no JJs, no ECM, ammo limited, and rather large ct and sides that people still insist on trying to leg.

As others I have run it since the day it came out. And like many other mechs, it excels when run in numbers. And yes it is better now than in the past, but it really has always been a good mech. TBH, some of the other lights should be brought to its current state.

*and yes, it does kill things well however its better at damage numbers. There are still other lights that get the kill shot easier.

Edited by Mickey Knoxx, 15 June 2016 - 11:49 AM.


#29 Baulven

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Posted 15 June 2016 - 11:47 AM

View PostNarcissistic Martyr, on 15 June 2016 - 09:56 AM, said:


Yes. The Oxide needs nerfing. Then the Jenner IIC will have no IS equivalent. Muwahahahahahahaaaa! Etc. Etc. Etc.

Frankly PGI done ****** up when they gave the Jenner IIC 6 missile hard points. 3 would have been pleanty and incentivezed them to be more... boom and zoom than boom and oh wait he's dead let's go to the next one.

On the plus side... I've made crap tons of money with the Jenner IIC and Oxide as of late so... I can afford to kit out my phoenix hawks! Yay me!




3 if you count the giant CT as an easy target.


I don't have the IIc at this point so I can't speak to that needing adjustment, and as I am a clan player I don't play against it often except in quickplay which I only enter sparringly. I do know that the majority of the WC teams run oxides, and that similar graphic is one of the big driving factors for toning down the KDK-3 and trying to nerf the entire chassis into oblivion.

#30 kapusta11

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Posted 15 June 2016 - 11:47 AM

View PostBaulven, on 15 June 2016 - 11:39 AM, said:

Wow. Someone plays predominantly faction warfare and you magically assume it's someone's alt instead of someone new. I am glad your deductive reasoning exceeds that of my seven year old.


It's an inside joke. Relax man. I know you are not him.







Actually, you know what Gyrok, next time pick IS faction, might win some credibility points that way.

Posted Image

#31 Baulven

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Posted 15 June 2016 - 11:51 AM

View Postkapusta11, on 15 June 2016 - 11:47 AM, said:


It's an inside joke. Relax man. I know you are not him.







Actually, you know what Gyrok, next time pick IS faction, might win some credibility points that way.

Posted Image


Ah my bad I didn't pick up on the joke.

#32 DarthHias

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Posted 15 June 2016 - 11:56 AM

View PostCK16, on 15 June 2016 - 08:27 AM, said:

My thing is why do any light mechs need structure added? Sorry but light mechs are not meant to take a hit really.....before you say well they die to fast then....true but usually when a light mech is stopped does one get to one shot them usually.....Light mech ability to survive should only be in thier speed and smaller size....aka face tanking an assualt should not happen, hit and run is what light mechs specialize in not brawling monoemono against larger mechs....


As much as I hate repeating myself in every thread:
There are people in this game that can aim.
If an Assault gets facetanked by a Light thats an Assault pilot problem.
Proof your point. Take a Locust, a Raven, a Firestarter, something with structure quirks. Show me a video how you do all that.

I can´t count the number of times I have seen an Oxide with no point of armor left. When a leg is stripped, take it of. When the gigantic CT is stripped, kill it. What people have to realize is that they WILL eat an alpha from a Light. It is fast. Take it and aim while he comes at you. Shoot a weak spot. There are reasons the Light queue is always the lowest.

#33 Aetes Nakatomi

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Posted 15 June 2016 - 12:02 PM

I tested today, I am good in my Oxide, but I am almost as good in my Commando 2D... Using the same hit and run/back coring tactics, I also found I was rolling the damage as well as my Oxide can.

I was actually incredibly surprised until I realised it was because any light seems invincible to a fattie piloted by someone with hitscan and dps weapons.

#34 DarthHias

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Posted 15 June 2016 - 12:08 PM

Fatties should stay together. Simple as that. Fattie finds nice place to vomit his ultra ac40s? fattie sits and lobs lrms? I kill it. That´s my work description in a light.
Oh and if one can´t fight an Oxide, my Locust 1E will rip him to pieces.

#35 -Natural Selection-

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Posted 15 June 2016 - 12:08 PM

The thing is, a light only seems OP when it brought to a state to actually be viable and people start running it. These arent the days of lights being a spotting support whatever. This is an all out sparta game

#36 xTrident

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Posted 15 June 2016 - 12:14 PM

One Oxide on a team can simply be a pain in the *** with it's hit and run quickness. If I'm the only Oxide/lgith running around it is very difficult for me to do much more than hit and running. And by doing such it's not like I'm doing all that much to any one individual enemy mech. And that's the other thing, my damage winds up being spread around because hitting one enemy has them looking for me so I run off trying to find someone else that isn't expecting it.

I really think the bigger problem might be Oxides in a group. That's where I've really seen the owning happen with four Oxides on one team. It becomes hard for the enemy player to focus in on one of them. And if they try to they're getting slammed to death by 12 other SRM4's. Now that's a ton of damage and I've seen that make for steam roll after steam roll. But then again I've seen that very same thing happen with a variety of four to six lights. The Oxides just tend to make shorter work considering the damage they do.

Edited by xTrident, 15 June 2016 - 12:15 PM.


#37 invernomuto

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Posted 15 June 2016 - 12:16 PM

View PostBush Hopper, on 15 June 2016 - 10:23 AM, said:


Huginn was even more of a brawler than the Oxide. The Huginn's alpha strike was half of that the Oxide...and look how it ended for the Huginn. A wonderful mech which was - imo - balanced because it was a high risk / high reward mech which had even less structure quirks than the Oxide. However, people who didn't know how to brawl because they ran their LOLALPHA laser builds whined enough to get it gutted


What happened to the huginn? It was heavily quirked?

#38 DAYLEET

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Posted 15 June 2016 - 12:18 PM

View PostAlistair Winter, on 15 June 2016 - 08:13 AM, said:

We can rationalise this until the cows come home. The fact of the matter is that the Oxide is one of the top 3 light mechs now, has been for a while. People act like the quirks aren't the reason, and it's increasingly silly.

Remove the quirks and you still have a light that can put 32 points of instant damage into a small radius, which is stupid.

Edited by DAYLEET, 15 June 2016 - 12:18 PM.


#39 Weeny Machine

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Posted 15 June 2016 - 12:22 PM

View PostxTrident, on 15 June 2016 - 12:14 PM, said:

One Oxide on a team can simply be a pain in the *** with it's hit and run quickness. If I'm the only Oxide/lgith running around it is very difficult for me to do much more than hit and running. And by doing such it's not like I'm doing all that much to any one individual enemy mech. And that's the other thing, my damage winds up being spread around because hitting one enemy has them looking for me so I run off trying to find someone else that isn't expecting it.

I really think the bigger problem might be Oxides in a group. That's where I've really seen the owning happen with four Oxides on one team. It becomes hard for the enemy player to focus in on one of them. And if they try to they're getting slammed to death by 12 other SRM4's. Now that's a ton of damage and I've seen that make for steam roll after steam roll. But then again I've seen that very same thing happen with a variety of four to six lights. The Oxides just tend to make shorter work considering the damage they do.


Actually I see more light wolfpacks in Quick Play. Today I (ACH) ran with another ACH and a Jenner F. We killed a lone heavy, then a lone assault, then a lone light until their whole team turned around and tried to chase us. Their team was rolled badly.

Point is: It seems that light pilots finally found out that the German wolfpack tactic works pretty neat for light mechs ...not only submarines. And if it is one lone mech vs 3...well, it should be ripped apart.


View Postinvernomuto, on 15 June 2016 - 12:16 PM, said:

What happened to the huginn? It was heavily quirked?

Quirks got reduced by a huge margin. If you want to get any kind of dps you need to use SRM6. However, then you cannot use artemis because of weight issues which means in turn that damage gets spread too much.
Low hardpoint number coupled with insufficient quirks to make the few hardpoints worthwhile killed the mech.

To add shame to injury: the agility got reduced. Which means it is even less of a brawler than before.

Edited by Bush Hopper, 15 June 2016 - 12:27 PM.


#40 Aetes Nakatomi

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Posted 15 June 2016 - 12:25 PM

The Oxide without quirks is virtually trash. It was trash before the big quirk pass and if it loses everything it will go right back to rubbish heap and pilots will just hop back to their Cheetos, Jenny IICs and Firestarters, which people will then claim are OP(like before).





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