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First Impression: Light Mechs After The Patch

Balance BattleMechs Gameplay

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#1 Weeny Machine

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Posted 21 June 2016 - 12:07 PM

So I test drived most of my light mechs. I do not even want to go into balancing matters because it is too early for that. However, one thing is obvious right away:

For me, light mechs were (yes, simple past) fun because they were responsive and you actually felt like being speedy.
After the patch most 35t mechs drive "spongy" or like a bus. They simply feel unsresponsive. This holds especially true for the Jenner IICs. I crashed several times into a wall because I wasn't able to round the bend in this skidding bowl. Even a pre-patch Cicada felt more responsive than this catastrophe.

The Wolfhounds were slightly better but again it felt like driving a 50t mech.

I wouldn't have believed that the movement archtype hits light mechs so hard - and I worried about size...

On the other hand the heavies and assaults kept their agility quirks. Whatever...


Edit: Tried my 100 km/h Centurion D - it feels more responsive than 35t mechs. Good work...

Edited by Bush Hopper, 21 June 2016 - 12:20 PM.


#2 Fang01

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Posted 21 June 2016 - 12:13 PM

Still works

Posted Image

#3 Poundcake

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Posted 21 June 2016 - 01:35 PM

Lights need to be "fixed" they shouldn't be viable as forward attacking elements. They are spotters, they are wolfpacks, they are cappers, they are not solo attackers that can run into groups and kill things and get out. That's gone on too long.

#4 nehebkau

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Posted 21 June 2016 - 02:01 PM

View PostPoundcake, on 21 June 2016 - 01:35 PM, said:

Lights need to be "fixed" they shouldn't be viable as forward attacking elements. They are spotters, they are wolfpacks, they are cappers, they are not solo attackers that can run into groups and kill things and get out. That's gone on too long.


Never known any light that has been able to do that unless:

1. there was a nearly dead enemy in the pack and

2. the people with the nearly dead enemy were so incompetent that they were unable to notice the charging light and so poor at firing that they were unable to shoot said light in the leg to disable it.



Stop making stupid global references that are simply NOT true except in specific cases where there are HUGE extenuating circumstances.

#5 oldradagast

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Posted 21 June 2016 - 03:44 PM

View PostPoundcake, on 21 June 2016 - 01:35 PM, said:

Lights need to be "fixed" they shouldn't be viable as forward attacking elements. They are spotters, they are wolfpacks, they are cappers, they are not solo attackers that can run into groups and kill things and get out. That's gone on too long.


Nope. You can't expect "somebody else" to play the dull, barely combat viable mech. Who wants to run around pressing "R" or stand in a circle all day vs. actually fighting? I know - "somebody else" - as is the eternal response to claims that Lights should be lousy in combat but given boring, vital roles to play.

This is not tabletop or a PvE game with NPC's scouts. Both sides bring 12 mechs - no more, no less - to the battlefield, and combat is the top priority and fun thing to do in the game for nearly the entire population. Therefore, all mechs must be about equally combat viable or they have no reason to exist in this type of game.

#6 Mystere

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Posted 21 June 2016 - 03:47 PM

View PostPoundcake, on 21 June 2016 - 01:35 PM, said:

Lights need to be "fixed" they shouldn't be viable as forward attacking elements. They are spotters, they are wolfpacks, they are cappers, they are not solo attackers that can run into groups and kill things and get out. That's gone on too long.


Not all lights are "scouts", and not all "scouts" are lights. <smh>

"Cappers" my butt. Posted Image

Please show us where the big bad lights touched you.

Edited by Mystere, 21 June 2016 - 03:48 PM.


#7 MerryIguana

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Posted 21 June 2016 - 04:06 PM

http://imgur.com/a/CtUHd

Posted Image

#8 Poundcake

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Posted 21 June 2016 - 04:08 PM

Of course I expect all the light pilots to chirp in with their rhetoric about how the light chassis should be a viable solo attack element. Does that sound a s stupid hearing it as it sounds saying it? Just wondering.

Regardless, having lights capable of taking out assaults in 1v1 is absurd. Its absurd and its absurd to suggest a light should be viable vs a heavy or an assault on a regular basis. Lights regularly engage in this not due to some kind of elite "skill" but rather more so from taking advantage of exploits inherent to the game.

PGI m,ay not be able to fix the inherent exploits in the game but they sure can level things by making you sloppy and fat. ROFLSAUCE!!!

#9 Mawai

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Posted 21 June 2016 - 04:23 PM

View PostPoundcake, on 21 June 2016 - 04:08 PM, said:

Of course I expect all the light pilots to chirp in with their rhetoric about how the light chassis should be a viable solo attack element. Does that sound a s stupid hearing it as it sounds saying it? Just wondering.

Regardless, having lights capable of taking out assaults in 1v1 is absurd. Its absurd and its absurd to suggest a light should be viable vs a heavy or an assault on a regular basis. Lights regularly engage in this not due to some kind of elite "skill" but rather more so from taking advantage of exploits inherent to the game.

PGI m,ay not be able to fix the inherent exploits in the game but they sure can level things by making you sloppy and fat. ROFLSAUCE!!!


LOL. I think you must be a troll.

1) If an assault pilot is an idiot then YES a light mech should be able to take them out. By definition, an assault pilot on their own is an idiot. Sorry but true.
2) The same actually goes for most other mech classes too. If you are by yourself you are doing it wrong.
3) As stated above, every mech class needs to be viable or there is no point in having them. MWO as it currently exists is combat focused, there are no other significant roles, so light mechs have to be able to participate in combat to be viable.
4) Even in a 1:1 situation, most heavies and assaults can beat a light mech. Use reverse movement, take advantage of terrain, aim carefully, take out a leg ... once one leg is gone the light is toast. I've killed lots of lights in my Stalkers and Jagers ... it isn't impossible ... it is just harder.

Anyway, from the sounds of it there has been a nerf to light movement ... I will have to try out my lights to see how they play now.

#10 Ultimax

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Posted 21 June 2016 - 04:23 PM

View PostPoundcake, on 21 June 2016 - 04:08 PM, said:

Of course I expect all the light pilots to chirp in with their rhetoric about how the light chassis should be a viable solo attack element. Does that sound a s stupid hearing it as it sounds saying it? Just wondering.



I play Heavy Mechs almost exclusively and the only thing absurd is how bad players with poor aim think lights are overpowered.

#11 Ghogiel

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Posted 21 June 2016 - 04:30 PM

View PostFang01, on 21 June 2016 - 12:13 PM, said:

Still works

Posted Image

Post a screenshot when going against non potatoes pls

#12 Navid A1

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Posted 21 June 2016 - 04:32 PM

Jenners pop if anyone just look at them the wrong way now.

Firestarters are OK so far

#13 Lily from animove

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Posted 21 June 2016 - 04:37 PM

I think the bus feeling coles from the step length chang the size brings with it. Your emchs now doign less baby steps, however my NVA now has a lot more babysteps. Feels weird faster and more stressy than the old relaxed shake.

#14 Davers

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Posted 21 June 2016 - 04:38 PM

View Postnehebkau, on 21 June 2016 - 02:01 PM, said:


Never known any light that has been able to do that unless:

1. there was a nearly dead enemy in the pack and

2. the people with the nearly dead enemy were so incompetent that they were unable to notice the charging light and so poor at firing that they were unable to shoot said light in the leg to disable it.


Stop making stupid global references that are simply NOT true except in specific cases where there are HUGE extenuating circumstances.


To be fair, incompetent players is a very true global reference.

#15 Ultimax

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Posted 21 June 2016 - 04:45 PM

Don't worry guys, all the mechs are volumetrically accurate relative to one another!

This means everything is totally fine!


Posted Image

#16 jonfett

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Posted 21 June 2016 - 04:45 PM

Does anyone know if Jenners can fit underneath the ramps at the top of HPG central, or are they too tall now?

#17 M T

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Posted 21 June 2016 - 04:47 PM

View PostUltimax, on 21 June 2016 - 04:45 PM, said:

Don't worry guys, all the mechs are volumetrically accurate relative to one another!

This means everything is totally fine!


Posted Image


I'm new to the game, are those both Medium mechs?

#18 Ghogiel

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Posted 21 June 2016 - 04:51 PM

View PostUltimax, on 21 June 2016 - 04:45 PM, said:

Don't worry guys, all the mechs are volumetrically accurate relative to one another!

This means everything is totally fine!


Posted Image

Well to be fair they do have basically the same load out...

#19 Darian DelFord

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Posted 21 June 2016 - 05:03 PM

View Postjonfett, on 21 June 2016 - 04:45 PM, said:

Does anyone know if Jenners can fit underneath the ramps at the top of HPG central, or are they too tall now?


They can not

I just tested it out in the training grounds

AND THEY STILL HAVE NOT FIXED THE BAD HIT BOX ON THE JENNER

#20 beerandasmoke

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Posted 21 June 2016 - 05:57 PM

View PostMerryIguana, on 21 June 2016 - 04:06 PM, said:


Looking at that pic how could they even have glanced at that and said "yeah thats good enough to go with on the live server"





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