#41
Posted 17 June 2016 - 05:22 PM
#42
Posted 17 June 2016 - 05:29 PM
#43
Posted 17 June 2016 - 05:36 PM
Ovion, on 17 June 2016 - 05:16 PM, said:
Getting 20-25% bigger, and now being the same size as a good number of Medium Mechs and even some Heavies....
Less sure.
Literally none of these light mechs are 'the same size' as medium mechs, unless the only metric you're looking at is height. And even then.
#45
Posted 17 June 2016 - 05:58 PM
#46
Posted 17 June 2016 - 06:11 PM
TercieI, on 17 June 2016 - 03:35 PM, said:
weak class because of weak pilots and tactics and game modes. Most want to just run through middle of pack relying on lagshield. Even a lot of comps. Dont feel sorry for them.
#47
Posted 17 June 2016 - 06:17 PM
Don´t do drugs!
#48
Posted 17 June 2016 - 06:20 PM
Dingo Red, on 17 June 2016 - 05:36 PM, said:
The Panther / Wolfhound / Firestarter especially, are much the same size, if not larger than certain Mediums, especially from the front and side profiles (the most relevant ones), and to a lesser degree, the top profiles.
Just straight height wise, the amount of mechs at 12 to 12.5M is fairly large.
Hell, the Catapult is the same height as the Wolfhound and Panther.
The Viper, Cicada, Shadowcat, Nova, Crab and Hunchback have very similar sized front, side or both profiles.
The Vindicator, Ice Ferret, Blackjack, Enforcer all have close to slightly larger front or side profiles (though not really both).
The new Catapult is pretty close in size in every way, to the Shadowcat.
Being a little bigger, sure.
But as big as they are... less so.
Dropping them around 8% in size I reckon would be pretty spot on.
I mean, we'll wait and see in game, but most IS Lights certainly got a LOT easier to hit now.
#49
Posted 17 June 2016 - 06:43 PM
Edited by MonkeyCheese, 17 June 2016 - 06:43 PM.
#50
Posted 17 June 2016 - 06:44 PM
Yo PGI, i dedicate this song to you:
#51
Posted 17 June 2016 - 06:49 PM
if most mechs are getting scaled up that's fine, but wth is up with the locust.. that will be unfair when you roll it out
#52
Posted 17 June 2016 - 06:50 PM
Also, I'm looking forward to finally paying back everything to all the annoying Oxides out there.
But I am concerned about the Locust. I own one myself and it was OK, I guess, from the balance perspective. Now it could get OP.
Also, the Panther was never really good, afaik, and got bigger without any structure buff or sth.
Hm...
But all in all, good changes, I guess.
#53
Posted 17 June 2016 - 07:14 PM
YOU guys get the **facepalm**, not PGI. They've done a good job, it is just too bad they didn't do this from the start.
Suck it up, cupcakes. Life goes on. Adapt and over come.
#54
Posted 17 June 2016 - 07:17 PM
BigBenn, on 17 June 2016 - 07:14 PM, said:
YOU guys get the **facepalm**, not PGI. They've done a good job, it is just too bad they didn't do this from the start.
Suck it up, cupcakes. Life goes on. Adapt and over come.
A safe room? From you? Pffft... You give yourself way too much credit with the "I'm gonna troll everyone on all the rescale threads" nonsense. Come on, man - at least contribute something intelligent to the discussion!
If you read what people were saying instead of strutting about how people need to "man up!" in a video game, you'd notice that the problem is when underperforming mechs are made LARGER and good mechs are made SMALLER. Anyone should be able to see that such a change isn't healthy for the game unless it comes with massive quirk changes to balance it out. The quirk changes seen thus far don't bridge that gap.
If you think it's fine, great, but that doesn't change the fact that when a bad mech is made bigger, it makes it even worse.
#55
Posted 17 June 2016 - 07:20 PM
#56
Posted 17 June 2016 - 07:46 PM
BigBenn, on 17 June 2016 - 07:14 PM, said:
YOU guys get the **facepalm**, not PGI. They've done a good job, it is just too bad they didn't do this from the start.
Suck it up, cupcakes. Life goes on. Adapt and over come.
I'm with Radagast on this one dude, you need to look at this objectively.
The light mechs are already the least played mech class in the game. Why? Because the game is death match regardless of the mode you are playing, so unless you are playing the maximum allowable mech by tonnage depending on your group, you are putting yourself and your team at a severe disadvantage.
Light mechs are not supposed to be brawlers, they are supposed to be scouts, kites, skirmishers, distractions. You find the enemy, get his attention with a shot from a laser or two, and then BOOK IT the hell out of there, stopping only occasionally to see if the enemy is still following you, and if he isn't, go back, find him, tickle his back with your lasers again and BOOK IT again.
Kite the enemy away from the rest of his force, so the enemy is at a disadvantage depending on the mech that's being kited away. For the fun of it lets say you're a Firestarter kiting away a Catapult. You are denying the enemy a long range support mech or a close range brawler.
Unfortunately, the maps in the game are too small for this to be effective. Yes even the huge maps like Alpine Peak are still too small for the tactics required to use lights effectively.
*slow clap*
Well done PGI, you just ensured the light queue is even less populated now. By thunder what a disappointment.
#57
Posted 17 June 2016 - 07:48 PM
Sense, this makes not. But at least they'll be easier to hit. Will suck when I'm piloting them though. I don't think they needed THAT big of an increase.
EDIT: Whoops. Apparently I still had the mouse rolled over the image and thought it shrank. It did get bigger.
Edited by Sevronis, 17 June 2016 - 08:19 PM.
#58
Posted 17 June 2016 - 08:05 PM
Sevronis, on 17 June 2016 - 07:48 PM, said:
Sense, this makes not.
#59
Posted 17 June 2016 - 08:08 PM
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