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IS Light Re-Scales

rescale

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#261 Mekwarrior

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Posted 24 June 2016 - 08:03 PM

When mwo first came out it was supposed to be that lights were not just cheap mechs to start off with before you could get to the heavier proper mechs but that's just what it is now.

The jenner is now just an extremely weak medium size mech with very low firepower.

Edited by Mekwarrior, 24 June 2016 - 08:17 PM.


#262 JayVrb

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Posted 24 June 2016 - 08:48 PM

Also, why the FLYING **** did the Firestarter get bigger?

#263 SlightlyMobileTurret

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Posted 24 June 2016 - 09:30 PM

All 35 tonners were apparently undersized.

It's not just the firestarter that got bigger.

Edited by Keshav Murali, 24 June 2016 - 09:30 PM.


#264 Tarl Cabot

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Posted 26 June 2016 - 06:56 AM

Oct 27 2013 03:38 AM

Just what people were thinking back in 2013 about the Locust and Jenner :)

http://mwomercs.com/...-size-is-wrong/

#265 Mad Dog Morgan

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Posted 28 June 2016 - 05:35 PM

There are quite a few mechs that could use acceleration/deceleration and structure buffs now in this category. You should be fragile, but still have a high skill ceiling. With their present size, that skill ceiling has been dropped a floor or two.

Some are just too damn big to maneuver through the various nooks and crannies now. Take for instance, HPG manifold. You used to be able to get through that ramp gap with several of the lights. This is no longer the case.

#266 el piromaniaco

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Posted 28 June 2016 - 11:55 PM

Only the locust to fit under the ramps now.

Haven't played the Firestarte or the Ccommando so far. But those sure look big in Testing grounds.

#267 MW Waldorf Statler

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Posted 29 June 2016 - 02:15 AM

now, with this Size (Lore Heavy Size) , the Wolfhound has the Room in this Volume,to carry large Engines and Weapons and tons of Ammo like the Catapult :D the best ,take 2x LRM 20 launcher of his Shoulder ,and you have a Humanoid Catapult :D

#268 Lily from animove

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Posted 29 June 2016 - 02:34 AM

View PostFire for Effect, on 24 June 2016 - 01:25 PM, said:



and that relates to what I wrote how? I said that IS got only larger in its most important lights while clan side stayed more or less the same (which is in the case of the uller a gross failure since it is still simply to large for its slowness....)


maybe, because the most clanmechs at the 35t area were already large? you have surely not seen the charts people mayde where size and surface were shown.

you are swinging the IS vs clan bat again yet thats not right measurement on a mech vs mech required balance.

Edited by Lily from animove, 29 June 2016 - 02:35 AM.


#269 SlightlyMobileTurret

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Posted 29 June 2016 - 02:55 AM

View Postel piromaniaco, on 28 June 2016 - 11:55 PM, said:

Only the locust to fit under the ramps now.

Haven't played the Firestarte or the Ccommando so far. But those sure look big in Testing grounds.


Commando is tiny. FS9 is slightly smaller than WLF/PNT. More vulnerable to XL fails, the fs9 is now. Took it out for a few, it was taking a LOT more damage, but it wasn't unplayable by any margin.

#270 InspectorG

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Posted 29 June 2016 - 05:49 AM

View PostTrashhead, on 18 June 2016 - 01:54 AM, said:



That being said:
I'm a bit sad about the Panther myself.
I liked to play it close to stock (my 10K is armed with only an ERPPC and an SRM6), so no Meta-Build whatsoever, and at "only" 105 kp/h I feel it will be ven harder to play, now.

All things considered I wish PGI could give the mechs quirks that encourage builds that are close to the stock-layouts (as long as said stock-layout is not itself close to Meta).
That way, the Panther - while now a bigger target - could still be worthwhile playing when you choose to play it with the original layout in mind (in this case: specific PPC quirks, like cooldown and Heat-gen, but not general Energy-quirks).


You forgot a few things:

SOME mechs needed a rescale. BUT, silhouette area/pixel count, not volume was also cried for. Because, well, this is a FPS...

Lights were already hardmode. Now, with volume scaling, not only are they larger targets, IS lights now have bigger ST hitboxes, ala Jenner CT Syndrome.

10 heatsink must rule from BT screws over lights and makes many engines not-viable due to wonky tonnage restraints. This is also why many Lights are Energy boats and need heavy E heat quirks.

If you want STOCK loadouts, you likely dont understand the problem of porting a TT 2D6 based game into a live 3D FPS. Stock builds are quite dependent on BT'ss crit system which MWO doesnt have.

Option for Stock Mode would be great, but implementing it overall at this point would be a disaster.

#271 MW Waldorf Statler

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Posted 30 June 2016 - 02:17 AM

Battletech is not only big Stompy Robots game (for Guys willing equal sized balanced Robots -better going to HAWKEN), is a Game for Combined Warfare ,with many Weaponssytsems, from the Soldier with Laserrifle and KSR Launcher ,to Tanks,Jetfighters, Hovercrafts, Ships, Spacecrafts.

Make the Mechs bigger=the Weaponsystem bigger J the Mechs not alone in BT Universe and have a second Part of the Battlefield, Tanks, Aerospacefighters, Helicopters used the same Weaponssystems …Tanks a Dangerous Counterparts to the Mechs, …What? This tiny Yellow Jacket Helicoper carry a Gauss? That tiny Toycannon on the Mini-Tank is a AC10??? And dangerous for my 20m Atlas?this little Soldier carrying a KSR Launcher?

left -Hunchback before rescale -against to Loresized Mechs

Posted Image

Edited by Old MW4 Ranger, 30 June 2016 - 02:25 AM.


#272 DONTOR

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Posted 30 June 2016 - 08:05 PM

View PostQueen of England, on 17 June 2016 - 03:37 PM, said:

No Commando?

DONT U DARE BRING THE COMMANDO INTO THIS! He's just fine how he is tiny and fast :)

#273 762 NATO

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Posted 30 June 2016 - 11:24 PM

I hate the rescale even if I have thought it would balance things. PHX is an example. (I renamed mine POS-1, POS-1b, etc.). Upside is the scouting queue is no longer Oxide rush but a balance of Griffons, Wolverines, Griffons, Centurions, Griffons, occasional Cicada, and Griffons. RIP my beloved Oxide...

#274 Redbackz

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Posted 02 July 2016 - 04:08 PM

I guess PGI fixes to light hit boxes upset the applecart so they decided to make all of them larger targets.

Lots of scrap metal inc.

#275 Leopardo

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Posted 03 July 2016 - 02:53 AM

WOW that a really RIP to all))))) lol guys after few days - how is it?))) any 1 plays lights?

#276 InspectorG

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Posted 03 July 2016 - 11:36 AM

ONLY FIX THAT I CAN SEE

To bring parity to those now bigger ST hitboxes:

Buff Light Agility.

Nerf Agility on Heavy and Assaults.

#277 Leopardo

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Posted 03 July 2016 - 12:23 PM

light drivers - how is you life now? tell me plz is that RIP? im light driver too but I don't play for some time...coz pgi slowly killing the game

Edited by Leopardo, 03 July 2016 - 12:23 PM.


#278 DAEDALOS513

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Posted 03 July 2016 - 02:51 PM

View PostLeopardo, on 03 July 2016 - 02:53 AM, said:

WOW that a really RIP to all))))) lol guys after few days - how is it?))) any 1 plays lights?

How can they think making so many mechs useless in one fell swoop would be okay. This latest backwards patch was the last straw for me Leopardo. I'll continue playing but until they make drastic changes and put the game back on course the purse strings are closed. I cringe at the thought of giving this company any more money just so they can continue making it less enjoyable for me..

#279 Karl the Plumber

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Posted 03 July 2016 - 05:23 PM

After a few weeks and a few events, I've gotta say I think all the panic and salt about the resize was overreaction. With the sole exception of my completely ridiculous Oxide, I just haven't seen a falloff in my K:D ratio or my average damage in my mediums and lights. I'm not an amazing pilot and I'm not garbage, and I've been holding pretty steady with my FS9 and Wolfhound, not to mention the mediums.

#280 Nightbird

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Posted 03 July 2016 - 09:00 PM

They should scale all the mechs to the semi's (18 wheelers) already in game. A semi is 40 tons, put a cicada next to it, too large right?





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