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IS Light Re-Scales

rescale

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#221 Ulvar

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Posted 21 June 2016 - 06:32 AM

R.I.P. 35t IS Lights

#222 Lily from animove

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Posted 21 June 2016 - 07:30 AM

View PostAutologus, on 21 June 2016 - 05:58 AM, said:

I don't have a problem with not changing the size of the Commando but you could have at least re-scaled the huge weapon pods that get attached to the arms. They are so large if someone even thinks of shooting in that direction the arms fall off. If a Commando loses its arms it is useless.


welcome to the mlx life

#223 Ian Dav1on

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Posted 21 June 2016 - 10:06 AM

Wow, thx a lot,... thank god I played my favorite mech, the wolfhound, a lot during the event these days,... Cause geez this really seems awful,... if this rescaling is not balanced out in another way its goodbye light mechs Oô

#224 Ovion

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Posted 21 June 2016 - 10:12 AM

Well, soon will be the moment of truth.

#225 Darth Futuza

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Posted 21 June 2016 - 11:27 AM

I have yet to try them in game, so maybe this won't have that big of an effect...but this looks like you just killed Jenners PGI.

#226 Fire for Effect

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Posted 21 June 2016 - 11:45 AM

LIGHTS
(hope I got all...)

Locust:
A Mech that thanks to wonky hit detection is already difficult to hit gets even smaller???
your human Pilot model already does not fit into the locust and you make it even smaller????

FAIL


Commando:

A mech that severely suffers from being unable to jump, bad hardpoints and that is unanimously to large gets....
nothing...

FAIL


Jenner:
A Mech that severely suffers from being a walking CT. And its being... enlarged massively???

The oxide has a damage pump problem and you lessen the Missle heat generation??? of a Mech that generates almost no Heat??

Double FAIL



Firestarter:
No Issue with that Mech, but it now gets much much larger; much larger than in fact its Clan competitor the Cheater.

FAIL


Panther:
A Mech that suffers from bad hardpoints but had a redeeming thing: a small size. You enlarge it massively making this Mech completely obsolete

EPIC FAIL


Raven:
A Mech that already has been identified as being to large has been.... enlarged slightly...

FAIL


Spider:
A Mech with very weak weaponry but an incredibly small size. Well you emlarge this clunker making the only redeeming thing this mech had useless... Mech is now obsolete

EPIC FAIL


Wolfhound:
a Mech that again suffers from having no JJ and only one viable variant. Again only reason to drive it was it was comparingly tanky because of its tiny size. Now same massive size even a bit taller than the direct competitor Firestarter → always use a Firestarter instead; no reason to use this one. Mech is now obsolete

EPIC FAIL




Kitfox:
A Mech that is massively hurt by a very small engine only chance to get this one to anything even remotely useful is to make it much much smaller instead almost nothing has changed...

FAIL


Adder:
Again a Mech hurt by a to small engine this one NEEDs a smaller size instead it got... enlarged???

FAIL


Jenner IIC
Had no real issues. Enlargement seems ok considering its absurd firepower.


Tl, DR

Resize makes several Mechs COMPLETELY useless and does not adress already identified issues.
Light Resize is thereby catastrophically wrong and a massive nerf to IS Mechs.

#227 Weeny Machine

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Posted 21 June 2016 - 12:33 PM

After the patch I must say:

Most 35t mechs, especially the Jenner IIC, drive like a bus. They do not feel like light mechs anymore. Actually the Jenner IIC feels even less reactive than a pre-patch Cicade at 100 km/h. Linking the new size to give them a worse movement archtype was a horrible idea.

You screwed up...royally...

And of course the heavies and the lights kept their agility quirks which make things even worse.

Edited by Bush Hopper, 21 June 2016 - 12:34 PM.


#228 Lily from animove

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Posted 21 June 2016 - 12:46 PM

View PostFire for Effect, on 21 June 2016 - 11:45 AM, said:

LIGHTS
(hope I got all...)

Locust:
A Mech that thanks to wonky hit detection is already difficult to hit gets even smaller???
your human Pilot model already does not fit into the locust and you make it even smaller????

FAIL


Commando:

A mech that severely suffers from being unable to jump, bad hardpoints and that is unanimously to large gets....
nothing...

FAIL


Jenner:
A Mech that severely suffers from being a walking CT. And its being... enlarged massively???

The oxide has a damage pump problem and you lessen the Missle heat generation??? of a Mech that generates almost no Heat??

Double FAIL



Firestarter:
No Issue with that Mech, but it now gets much much larger; much larger than in fact its Clan competitor the Cheater.

FAIL


Panther:
A Mech that suffers from bad hardpoints but had a redeeming thing: a small size. You enlarge it massively making this Mech completely obsolete

EPIC FAIL


Raven:
A Mech that already has been identified as being to large has been.... enlarged slightly...

FAIL


Spider:
A Mech with very weak weaponry but an incredibly small size. Well you emlarge this clunker making the only redeeming thing this mech had useless... Mech is now obsolete

EPIC FAIL


Wolfhound:
a Mech that again suffers from having no JJ and only one viable variant. Again only reason to drive it was it was comparingly tanky because of its tiny size. Now same massive size even a bit taller than the direct competitor Firestarter → always use a Firestarter instead; no reason to use this one. Mech is now obsolete

EPIC FAIL




Kitfox:
A Mech that is massively hurt by a very small engine only chance to get this one to anything even remotely useful is to make it much much smaller instead almost nothing has changed...

FAIL


Adder:
Again a Mech hurt by a to small engine this one NEEDs a smaller size instead it got... enlarged???

FAIL


Jenner IIC
Had no real issues. Enlargement seems ok considering its absurd firepower.


Tl, DR

Resize makes several Mechs COMPLETELY useless and does not adress already identified issues.
Light Resize is thereby catastrophically wrong and a massive nerf to IS Mechs.


just screamign fail across all topics won't make you more believeable or even objective.

View PostBush Hopper, on 21 June 2016 - 12:33 PM, said:

After the patch I must say:

Most 35t mechs, especially the Jenner IIC, drive like a bus. They do not feel like light mechs anymore. Actually the Jenner IIC feels even less reactive than a pre-patch Cicade at 100 km/h. Linking the new size to give them a worse movement archtype was a horrible idea.

You screwed up...royally...

And of course the heavies and the lights kept their agility quirks which make things even worse.


mechanically, nothing should have changed, however with the size change coems a change in "feeling" because your make less steps now for the same distance and this makes it feel slower if your mehc got bigger.

it feels strange in the NVA a well, movement felt relaxign shaky in the larger one, now its kinda fast and bumpy with all its fats baby steps it has to do.

#229 DemonRaziel

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Posted 21 June 2016 - 12:51 PM

View PostLily from animove, on 21 June 2016 - 12:46 PM, said:

mechanically, nothing should have changed, however with the size change coems a change in "feeling" because your make less steps now for the same distance and this makes it feel slower if your mehc got bigger.

it feels strange in the NVA a well, movement felt relaxign shaky in the larger one, now its kinda fast and bumpy with all its fats baby steps it has to do.

The Jenner and the Spider got a nerf in their movement archetype, which affects their mobility.

#230 Fire for Effect

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Posted 21 June 2016 - 12:56 PM

View PostLily from animove, on 21 June 2016 - 12:46 PM, said:


just screamign fail across all topics won't make you more believeable or even objective.



Oh I did gave reasons for that "fail". maybe carefully reread what I did wrote


View PostLily from animove, on 21 June 2016 - 12:46 PM, said:

mechanically, nothing should have changed, however with the size change coems a change in "feeling" because your make less steps now for the same distance and this makes it feel slower if your mehc got bigger.

it feels strange in the NVA a well, movement felt relaxign shaky in the larger one, now its kinda fast and bumpy with all its fats baby steps it has to do.


of course it has changed bigger targets are easier to hit. if one side gets only larger and the other shrinks....
thats called hidden "unobvious" buffing and nerfing....

#231 MT Slayer

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Posted 21 June 2016 - 02:36 PM

View PostSteve Pryde, on 17 June 2016 - 03:34 PM, said:

I see dead lights, many dead lights, lol.

yes thank god

#232 JediPanther

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Posted 21 June 2016 - 03:06 PM

So glad I already mastered all the is mechs I care to play. Forget clan lights. Now I can strip all 24 of my is lights for weapons,modules, and armor then shove them into the spare parts bin except for the locust who now rules is mechs with his bounty hunter 3L. The best thing about this is I won't have to wait for drops in my locust.

#233 MadFrenchie

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Posted 21 June 2016 - 03:21 PM

View PostDemonRaziel, on 21 June 2016 - 12:51 PM, said:

The Jenner and the Spider got a nerf in their movement archetype, which affects their mobility.

Did they change anything about Firestarter turn radius??

I just came back to the game today (of all friggin' days!) after not playing since last December... And my Firestarter seems sluggish, at best. Specifically in the running turn radius.

#234 Lily from animove

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Posted 21 June 2016 - 04:30 PM

View PostFire for Effect, on 21 June 2016 - 12:56 PM, said:


Oh I did gave reasons for that "fail". maybe carefully reread what I did wrote




of course it has changed bigger targets are easier to hit. if one side gets only larger and the other shrinks....
thats called hidden "unobvious" buffing and nerfing....


so you wouldn't mind when my mech is now superbig as in 1000px high but only 1 px wide? bcause bigger I worse right?

#235 stealthraccoon

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Posted 21 June 2016 - 04:56 PM

I have a crazy idea...


I'm going to log in and see if the changes actually make a difference before I judge!

Freakin armchair mechwarriors - go get your hands dirty, then complain when you can't hold your tier!

#236 Ovion

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Posted 21 June 2016 - 05:07 PM

View Poststealthraccoon, on 21 June 2016 - 04:56 PM, said:

I have a crazy idea...


I'm going to log in and see if the changes actually make a difference before I judge!

Freakin armchair mechwarriors - go get your hands dirty, then complain when you can't hold your tier!
Lights are definitely easier to hit, and are more.. sluggish for the ones that have had a movement archetype increase.

Additionally, the changes to the minimap are terrible.

Bad graphics, messy, small, floating marker, lag on updates so the info is 'old', no directional, and no indication of where your legs vs torso are, so those who pilot and determin legs by that are pretty boned right now.

Thankfully, there's a hot fix coming for that.

#237 Dawnstealer

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Posted 21 June 2016 - 05:14 PM

View PostRock Roller, on 17 June 2016 - 09:11 PM, said:

So I liked my mastered Locust but it wasn't in the class of my Jenner. Couldn't even hold a candle to my Arctic Cheetah. Now.... it may be the best. I think it needs some JJ's...*cackles gleefully*

That's literally a Flea.

#238 IronEricP

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Posted 21 June 2016 - 06:45 PM

View PostDemonRaziel, on 21 June 2016 - 12:51 PM, said:

The Jenner and the Spider got a nerf in their movement archetype, which affects their mobility.


Hmm, PGI stated (or rather, reminded us as this mechanic came out a while ago) in the patch notes... that archetype affects what degree of terrain is required before the mech slows down. I thought actual turn rates were based on exact tonnage and engine rating.


View PostMadFrenchie, on 21 June 2016 - 03:21 PM, said:

Did they change anything about Firestarter turn radius??

I just came back to the game today (of all friggin' days!) after not playing since last December... And my Firestarter seems sluggish, at best. Specifically in the running turn radius.


Trying to think on this one; that might have been before they reduced the pilot skill tree values. The turn radius and acceleration/decel skill bonuses shrank significantly. It took some getting used to, but they did it about the time that they fixed QUIRKS to those same things not even working Posted Image

Edited by Eric Portenelli, 21 June 2016 - 06:54 PM.


#239 IronEricP

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Posted 21 June 2016 - 07:03 PM

For the record, I LOVE my Panther 10K, my most played mech since the STAT RESET.
But honestly...
Most of these lights seemed tiny compared to mediums. I expected mediums to come down to line up between lights and heavies better, but many heavies got bigger instead, so it makes sense that these lights went UP a bit to be closer to mediums.

Only one of these that seems really off is the Locust. Instead of looking to be around 1/2 the mass/volume of a 35-40 tonner, it looks to be about 1/4. It really looks tiny. 5 of these don't have the area to VOLTRON their way to the Atlas' size...

#240 Average Pilot

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Posted 21 June 2016 - 08:07 PM

Well, being primarily a Locust pilot, this will be an interesting change once the patcher gets done shortly. I wonder if there will be more assaults now that won't be able to depress their gun tubes far enough to hit me when I stand at their feet and shoot their legs off... lol. Smaller also equals more sneakiness, so I'm looking forward to seeing how the size differential changes things.





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