


Lights Dead On Rescale...yet Queue Size Is The Same?
#21
Posted 22 June 2016 - 06:16 PM

#22
Posted 22 June 2016 - 06:19 PM
Bishop Steiner, on 22 June 2016 - 04:06 PM, said:
Don't blame me for taking their hysteria at face value?
What's the percentage of lights that are locusts, Hmmm? Cuz people can't be trying that out since it shrank so much...
#25
Posted 22 June 2016 - 06:22 PM
Bishop Steiner, on 22 June 2016 - 04:06 PM, said:
Don't blame me for taking their hysteria at face value?
Everyone is checking to see if losing one of the 3 legs lights are balanced on equates to an equal reduction in performance.
At this point are you better off just maxing engine on a medium to get same firepower, similar speed but way more armor for the same size?
#26
Posted 22 June 2016 - 06:24 PM
Bishop Steiner, on 22 June 2016 - 03:55 PM, said:
Good Lights will keep on trucking, bad Lights will die and complain. Seriously, I understand that it is uncomfortable but the 35 ton Wolfhound is in line with the 45 ton Blackjack. The 35 ton Jenner is in line with the 40 ton Cicada. This is called balance and normality. If you're good at this game, nothing changes. If you suck and got by because of being too small and having minute freaking hit boxes, you will come out of the gate looking like a scrub because *drum roll* you're not actually good. Drive better, aim well, and be patient.
#27
Posted 22 June 2016 - 07:33 PM
#28
Posted 22 June 2016 - 07:38 PM
#29
Posted 22 June 2016 - 07:42 PM
Jenners, including the Oxide, are far more fragile than they were before. The oxide retained the structure quirks so it is less seriously affected. But all of them drive much slower with the uptick in their movement profile.
My Jenner-D feels far more fragile than a Locust or Commando, which is pretty silly in a bad way.
Locusts are ridiculous, but they are still Locusts.
Raven's really haven't changed.
I find the little bit of height the Panther has gained helps it a bit, since it hip shoots that gun arm.
I have left the Arctic Cheetahs alone, been focused on mechs I can use in FP.
I've been trying to level Commandos in the new environment - so I've no real basis for comparison.
#30
Posted 22 June 2016 - 07:43 PM
Rampage, on 22 June 2016 - 05:23 PM, said:
Assaults (outside the KDK) were never OP... Anyone worth their salt brings a Heavy, particularly if they're "trying hard".

#32
Posted 22 June 2016 - 07:49 PM
#33
Posted 22 June 2016 - 07:55 PM
MerryIguana, on 22 June 2016 - 07:49 PM, said:
But it only takes them 30 seconds of game-play to find something new/different that they instantaneously dislike and pronounce it the worst patch ever!!!
My old man would have biffed so many of these kids upside their heads for being dumbarses he'd have gotten carpal tunnel and a trick shoulder...

#34
Posted 22 June 2016 - 08:07 PM
That said, there are a few Lights that were either untouched or made better. Locust, Arctic Cheetah, Raven. Oxides still remain simply because having quad SRM4 is a viable build even on bigger and slower 'Mechs.
Some of us are on about dat Mist Lynx...
#35
Posted 22 June 2016 - 08:08 PM
Jenners play more like Cicadas now, and I don't play Cicadas anymore. Or perhaps I should...figure that last part out eventually.
#36
Posted 22 June 2016 - 08:14 PM
Accused, on 22 June 2016 - 08:08 PM, said:
Jenners play more like Cicadas now, and I don't play Cicadas anymore. Or perhaps I should...figure that last part out eventually.
Cicadas are actually pretty good. They come and go within the top tier decks.
#37
Posted 22 June 2016 - 09:00 PM
Players might be testing their mechs out to see how bad it is.
#38
Posted 23 June 2016 - 01:26 AM
Meh.
#39
Posted 23 June 2016 - 02:02 AM
Used to be, back in the oh-so-distant-past right after the Spider was released, those things were terrifying. Before improved HSR and hitbox tweaks, Spiders were practically un-hittable. They could run around blatantly throughout a whole enemy team, and not get killed, while sowing chaos, confusion and coring anyone not watching their rear armor. It was ridiculous. It took the concentrated fire of a whole team to bring one down. I still sometimes catch myself trying extra hard to kill Spiders because of the PTSD hatred of them I got from that era. Then came some HSR and hitbox improvements. People who tried running through whole enemy teams in Spiders because they were confident that broken HSR and borked hitboxes would save them started getting wrecked. And you know what happened then? Spider pilots started using long-range harassing weapons, using terrain, scouting and fighting other light mechs, and in general not being a front-line threat scarier than 2 Atlas' strapped together.
So, here again this change is going to force people to play smart in light mechs and do what they were designed for. There will be more ranged harassers and use of cover/maneuverability instead of zipping around in the open in front of the enemy team. More sneak attacks from behind, more light-on-light combat, more strategic peeking and sniping. You will still be able to take on an assault mech by using range, speed, and peeking and poking them to death, it's just going to be harder to do it at close range and blatantly in the open from now on.
(Except for the Arctic Cheater, since that thing is still crazy because it never got touched by the re-scale. I would prepare for the nerf bat to come crashing down on it pretty soon because it is now even MORE OP compared to the other lights.)
#40
Posted 23 June 2016 - 01:54 PM
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