CK16, 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....
With that Oxide with its combination of over done structure quriks and decent weapons quirks is by far the best.....some could compare the Jenner IIC but the difference both maintain high offensive abilities while the Oxide now has far superior defensive to the Jenner IIC and all other light mechs.....(Oxides can eat my Streak boats for days it's not to right.....I mean come on an Oxide should not beat a Streak Boating Mad Dog or crow EVER if both are fresh and well they both require close range so yea.....)
Nerf the Oxides structure quirks and it will be fine with the rest......
Armor numbers were doubled specifically because Mechs were too easy to kill with the rapid-cooldown weapon translations from TT that PGI instituted - this was when 30 point Alphas were commonplace and HSR didn't exist. Comparatively, Mechs lasted forever (A good thing).
Now we're dealing with 50-70 Alpha repeaters and HSR with a low TTK... However the decline in life expectancy was not, and has never been, proportionate: Speed was disproportionately more valuable with lower Alphas and lack of HSR than Armor was and that has since flipped with Armor now being disproportionately more valuable than Speed... although more Armor typically came with greater firepower, the firepower potential is 100% greater now than it was then. Combine this with the flip from Speed to Armor and you have a 'bigger is better' eventuality that is counterproductive to a healthy gameplay environment where all weights and chassis should be equally viable.
While Speed and Armor effectiveness are both heavily dependant on pilot competence and have their own respective strengths that appeal to different situations, the number of situations where Armor is more ideal is quite a bit larger than Speed.
There's too much on the other side of the equasion, which causes any players wanting to play those weights to gravitate toward Lights/Mediums that possess the best combination of quirks with weapon loadouts - this is normal, expected behavior across all weights. The difference being the extremely limited selection of viable Lights/Mediums as a result of the previously mentioned imbalance between Speed and Armor that is only compounded by the multitude of other factors like crap hardpoints, weapon selection and quirks.
So... Lights like the Oxide having survival-oriented quirks on a playing field where the cards are stacked against them is perfectly acceptable and more Lights/Mediums should have them, as well as agility quirks like Accel/Decel and Turning Speed.
Edited by DrxAbstract, 17 June 2016 - 12:09 PM.