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First Impression: Light Mechs After The Patch

Balance BattleMechs Gameplay

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#101 Weeny Machine

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Posted 23 June 2016 - 06:27 AM

View PostBaconTWOfourACTUAL, on 23 June 2016 - 06:11 AM, said:

I'm a light pilot. I prefer to be a light pilot. I've enjoyed lights pre and post patch.
Sure they don't pump out 1k damage...
But you can't hit what you can't see.


I have played in the upper tiers and as a light pilot I can say: you needed to be careful there with your light or get crippled or killed quite quickly.

Size and agility provided some protection because most of the time you still got damage, especially you had to close to 100m often.

Now, though, it is a bad joke. Even Captain ****** can hit a light. Especially brainless hitscan laser spam is efficient again because it stays longer on target.

To make things worse: evading fire got also harder because of the archtype change of many lights. Take the Jenner IIC...it is less agile than 50!!! ton mechs.

#102 Ex Atlas Overlord

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Posted 23 June 2016 - 12:15 PM

View PostDarian DelFord, on 21 June 2016 - 07:18 PM, said:



Just as soon as Heavies and Assault mechs MOVE like heavy and assault mechs and not Ballerina's on steroids.


Hell, I'd be all for that.

lock assaults top speed at 55, heavies at 65, mediums at 85, and lights at 100

That'd be great.

View PostBaconTWOfourACTUAL, on 23 June 2016 - 06:11 AM, said:

But you can't hit what you can't see.


This guy gets it

Terrain is the real best armor.

#103 nehebkau

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Posted 23 June 2016 - 07:45 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!!!


What is absurd is that an assault pilot is unable to get a full alpha on a light and take it out because the assault pilot is too piss-poor at steering and incompetent at aiming has the nerve to complain about how over powered lights are.

#104 Malachy Karrde

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Posted 23 June 2016 - 09:07 PM

View PostDarian DelFord, on 23 June 2016 - 06:06 AM, said:



Its clear that you want to keep your agility so a 100 ton mech can face his rear arc in under two seconds. They are ballerina's most of them

And yes, all bu the kodiak
I use a dire wolf son, agility isn't even in its makeup. That said, it's still plenty easy to pop lights pre or post patch. Even the kodiak, the most agile 100 tonner moves like a wallowing pig in mud.

Saying an assault mech is agile is about the same as calling Obama a good president.

#105 Weeny Machine

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Posted 23 June 2016 - 10:04 PM

View Postnehebkau, on 23 June 2016 - 07:45 PM, said:


What is absurd is that an assault pilot is unable to get a full alpha on a light and take it out because the assault pilot is too piss-poor at steering and incompetent at aiming has the nerve to complain about how over powered lights are.


...and most likely armed with ER lasers because he wants to lolalpha his way to victory without even having to properly aim


View PostMalachy Karrde, on 23 June 2016 - 09:07 PM, said:

I use a dire wolf son, agility isn't even in its makeup. That said, it's still plenty easy to pop lights pre or post patch. Even the kodiak, the most agile 100 tonner moves like a wallowing pig in mud.

Saying an assault mech is agile is about the same as calling Obama a good president.

A King Crab can fire in its rear arc in somewhat above 1 sec. Do the maths...

Edited by Bush Hopper, 23 June 2016 - 10:06 PM.


#106 Malachy Karrde

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Posted 24 June 2016 - 04:13 AM

View PostBush Hopper, on 23 June 2016 - 10:04 PM, said:


...and most likely armed with ER lasers because he wants to lolalpha his way to victory without even having to properly aim



A King Crab can fire in its rear arc in somewhat above 1 sec. Do the maths...
So can every other mech. Most less than that. Your argument is irrelevant.

#107 Darian DelFord

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Posted 24 June 2016 - 07:25 AM

View PostMalachy Karrde, on 23 June 2016 - 09:07 PM, said:

I use a dire wolf son, agility isn't even in its makeup. That said, it's still plenty easy to pop lights pre or post patch. Even the kodiak, the most agile 100 tonner moves like a wallowing pig in mud.

Saying an assault mech is agile is about the same as calling Obama a good president.



The two exceptions to that rule are the dire wolf and stalker. However the rest holds true.




View PostMalachy Karrde, on 24 June 2016 - 04:13 AM, said:

So can every other mech. Most less than that. Your argument is irrelevant.


And that is a major part of the imbalance of the game. Heavies and assaults are to damned agile.

#108 Weeny Machine

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Posted 24 June 2016 - 08:03 AM

View PostMalachy Karrde, on 24 June 2016 - 04:13 AM, said:

So can every other mech. Most less than that. Your argument is irrelevant.


You just admitted that KCs are as agile as all other mechs... and your conclusion is "it is irrelvant". Gratz

#109 Quaamik

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Posted 24 June 2016 - 08:44 AM

View PostDarth Futuza, on 22 June 2016 - 12:52 AM, said:

Light > Assault & Heavy
Assault > Heavy & Medium
Heavy > Medium
Medium > Light
Is basically how the 1 v 1 match up usually goes. However...

Team coordination > All mechs.


That is part of the balance problem. No one class should be better than 2 of the other classes unless each class is better than two others. For example, it should be:

(assume 1 on 1 match with pilots of equal skill and good “general purpose” loadouts)
“>” means the greater than mech wins.
“=” means that there is a 50/50 chance of either mech winning (but likely the survivor will be in bad shape).
Light > Assault
Medium> Light
Heavy > Medium
Assault > Heavy
Light = Heavy
Medium = Assault

Otherwise you lights seem OP to the heavy and assault pilots and the assaults seem OP to the medium and heavy pilots. Which makes the heavy pilots, arguably the largest portion of the player base, alternately complain about lights or assaults.

It’s not a light mech issue, it’s a game balance issue.

All should be “combat viable” but in different advantages.
Light: Fast and maneuverable, hits decent but fragile. Like a Japanese Zero or a F-16 (gun only)
Medium: Almost as fast and maneuverable as a light, but with more firepower and better armor. Think Supermarine Spitfire or an F-18 (gun & Aim 9 missiles only)
Heavy: Not quite as fast or maneuverable as a Medium, but hits a lot harder and with more armor. Think Fockewulfe 190 or a F-14 (gun, Aim 9s and AIM 7s only)
Assault: Slower and less maneuverable, but heavily armored and hard hitting. Think WWII Thunderbolt or a A-10 (all possible armament, including AIM 120s)

(note: obviously the planes are not perfect examples, as the “balance” between them doesn’t match, but look at it as comparing the way the handle / fly and how they survive damage and dish it out.)


#110 BetterDeadThanRed

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Posted 24 June 2016 - 12:07 PM

Quote

A favorite tactic of Jenner lances was to gang up on larger 'Mechs and unleash a devastating alpha strike. One or two of the 'Mechs would be equipped with inferno rounds, so even if the enemy survived the first strike they were badly damaged and running hot, allowing the Jenners to jump to safety and cool down themselves. A few seconds later the attack would be repeated until finally the enemy was dead. It was also common practice to pair the Jenner with another Combine 'Mech, the Panther, creating a deadly combination of sheer speed and firepower with the slower Panther provided cover fire for the Jenner's flanking attack. The Jenner was such a favorite among Kurita MechWarriors that it became the benchmark against which all other newly designed Combine 'Mechs were compared.


"Working as Intended" acording to sarna.

Other thing thats makes the "lights OP" inbalance, pointed out by my friend Odanan, is that because of the almost unlimited customization possibilities, one can trade firepower for speed, slots for ammo and so on (looking at it, is the trade "slot for speed/firepower/armor plus everithing has DHS" that cause the most inbalance) also we have the hit reg proble... errr condition.

No lights are meant to be in the "forward atack elements", and they cant do it, if they ever try it, they are dead for sure. Flanking the enemy team and backstabbing is whole another part of the game (lack of teamplay)

#111 Malachy Karrde

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Posted 24 June 2016 - 01:34 PM

View PostBush Hopper, on 24 June 2016 - 08:03 AM, said:


You just admitted that KCs are as agile as all other mechs... and your conclusion is "it is irrelvant". Gratz
agility is not only torso twist. It's also speed, acceleration, twist speed and twist acccel. All mechs can swivel their torsos around to their rear arc in a second or two. The rest of those factors not so much. Why does it seem like I'm teaching kindergarten kids basic physics here?





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