Light 'mechs Players - The Re-Scale Is Good For You
#1
Posted 24 June 2016 - 12:11 AM
Right now it's clear to be an overall nerf, but in the long-run, it can be a platform for diversity.
My 2 cents
#2
Posted 24 June 2016 - 12:21 AM
Black Fish, on 24 June 2016 - 12:11 AM, said:
Right now it's clear to be an overall nerf, but in the long-run, it can be a platform for diversity.
My 2 cents
Yeah well I'm not looking forward to most lights being useless for the next 6 months while PGI decides what to do with them.
#4
Posted 24 June 2016 - 02:03 AM
Black Fish, on 24 June 2016 - 12:11 AM, said:
Right now it's clear to be an overall nerf, but in the long-run, it can be a platform for diversity.
My 2 cents
Except we are playing the game we have and not the game we wish we had.
Overall I am still on the fence on this rescale issue when it comes to the light mechs in particular the 35 ton mechs.
Here is the thing to think over.
Jenner and Catapult compareson.
35 ton mech being around 80% the size of the 65 ton mech seems off when you think about these things.
The 35 ton mech has one third the weapon payload
The 35 ton mech has about half the combined armor and structure of the 65 ton mech
The 35 ton mech is about double the speed of the 65 ton mech
The light mech is built around evasion as defense instead of absorption (soaking damage with armor and structure). The heavier mechs due to lower speeds are easier to hit but are the light mechs twice as hard to hit as the heavy? And is only twice as hard to hit enough when the decreased volume of damage is accounted for in the equation? (remember the lights pack about one third the payload of the heavy)
It's still to soon for me to have a well rounded opinion on these changes.
#5
Posted 24 June 2016 - 02:30 AM
#6
Posted 24 June 2016 - 02:42 AM
#7
Posted 24 June 2016 - 03:22 AM
Lykaon, on 24 June 2016 - 02:03 AM, said:
This needs to be on top of a lot of forum threads
Yeah the light mech nerf was not a needed thing. They were hardly too powerful. Talking about Info Warfare which is not even in a theoretical stage is really, really silly.
#8
Posted 24 June 2016 - 03:53 AM
Lykaon, on 24 June 2016 - 02:03 AM, said:
Except we are playing the game we have and not the game we wish we had.
Overall I am still on the fence on this rescale issue when it comes to the light mechs in particular the 35 ton mechs.
Here is the thing to think over.
Jenner and Catapult compareson.
35 ton mech being around 80% the size of the 65 ton mech seems off when you think about these things.
The 35 ton mech has one third the weapon payload
The 35 ton mech has about half the combined armor and structure of the 65 ton mech
The 35 ton mech is about double the speed of the 65 ton mech
The light mech is built around evasion as defense instead of absorption (soaking damage with armor and structure). The heavier mechs due to lower speeds are easier to hit but are the light mechs twice as hard to hit as the heavy? And is only twice as hard to hit enough when the decreased volume of damage is accounted for in the equation? (remember the lights pack about one third the payload of the heavy)
It's still to soon for me to have a well rounded opinion on these changes.
with size you mean "tall" and totally ignored the other 2 dimensions
#9
Posted 24 June 2016 - 04:03 AM
The good thing about the re-scale is that illustrates just how absurd the power balance between weightclasses in MWO really is. Like me and Deathlike were talking about in another thread, there used to be a bunch of viable IS light mechs, but now there's basically 2 viable IS light mechs and 7 bad ones. This, to me, doesn't illustrate that light mechs need more infotech or better quirks. It shows that the light mech class as a whole needs help.
There's 2 ways to help light mechs:
- Power creep. Give them moar hardpoints, moar weapon quirks, moar structure quirks, moar mobility quirks, moar everything. I don't like this idea. We have enough power creep.
- Global nerf to medium, heavy and assault mechs.
PGI needs to change:
- What kind of turn rate, torso twist and arm movement bigger mechs have. Some mechs need both the range (i.e. degrees) and the speed reduced.
- How big engines impact agility. Everyone's going for speed over survivability, because putting an XL325 in your heavy mech basically makes it walk on water and dance over tree tops.
However, in this particular case, I blame the players just as much as I blame PGI. Because most of the players are fine with light mechs being useless. It lets them beat their chest and live out their childhood fantasies about piloting the invincible Timber Wolf.
Edited by Alistair Winter, 24 June 2016 - 04:16 AM.
#10
Posted 24 June 2016 - 04:12 AM
Alistair Winter, on 24 June 2016 - 04:03 AM, said:
And anytime a light does get the jump on an assault, the forum is flooded with fatty tears.
#11
Posted 24 June 2016 - 04:14 AM
Alistair Winter, on 24 June 2016 - 04:03 AM, said:
The good thing about the re-scale is that illustrates just how absurd the power balance between weightclasses in MWO really is. Like me and Deathlike were talking about in another thread, there used to be a bunch of viable IS light mechs, but now there's basically 2 viable IS light mechs and 7 bad ones. This, to me, doesn't illustrate that light mechs need more infotech or better quirks. It shows that the light mech class as a whole needs help.
There's 2 ways to help light mechs:
- Power creep. Give them moar hardpoints, moar weapon quirks, moar structure quirks, moar mobility quirks, moar everything. I don't like this idea. We have enough power creep.
- Global nerf to medium, heavy and assault mechs.
PGI needs to change:
- What kind of turn rate, torso twist and arm movement bigger mechs have. Some mechs need both the range (i.e. degrees) and the speed reduced.
- How big engines impact agility. Everyone's going for speed over survivability, because putting an XL325 in your heavy mech basically makes it walk on water and dance over tree tops.
However, in this particular case, I blame the players just as much as I blame MWO. Because most of the players are fine with light mechs being useless. It lets them beat their chest and live out their childhood fantasies about piloting the invincible Timber Wolf.
Or you could mix the two options and give certain Lights more hardpoints, remove the stupid 10 required heat sinks and a fresh round of moderate agility quirks while keeping the weapon and survival quirks to a minimum... At the same time nerfing the other 3 classes, especially Heavies. Unfortunately it's a mess that requires a toothbrush rather than a shop broom to clean up.
#12
Posted 24 June 2016 - 04:17 AM
Personally, I took one look at the Jenner and Firestarter and thought, "you've gotta be kidding me", before I just flipped to my Cicada. The Locust made off like a bandit. Everything else, on the other hand, I have to wonder.
I still love my lights, but for such a low population percentage, they didn't do lights any favors. Not that they ever have.
#13
Posted 24 June 2016 - 04:45 AM
#14
Posted 24 June 2016 - 04:59 AM
Like that small light that weighs 65 tons that walked by me.
#15
Posted 24 June 2016 - 05:02 AM
I think it would have been better to "put a lead sinker" into the clay of each mech. Like, say the cockpit is 10 tons for every mech but takes up no space, thus the Atlas would be 90 tons of volume and the FS9 25 tons of volume. This is a system a lot like grading tests on a curve.
The ratio of light size to assault size would then be greater, thus we'd have smaller mechs. With the current method, its 126 FS to 360 AS and with a weighted sinker in them they would be 100 FS to 360 AS (Simplified figures based on the lowest common denominator of their ratios.) So, Firestarters would be about 7% smaller with a sinker weight.
The sinker weight representing common and required mech internals could be adjusted to other weight values, heavier weights meaning smaller lights and less heavy or no weights meaning larger lights.
#17
Posted 24 June 2016 - 05:15 AM
Ultimax, on 24 June 2016 - 05:12 AM, said:
I was trying to come up with the correct response to this thread, but you're right. I already had. Lol. Again.
#18
Posted 24 June 2016 - 05:18 AM
#19
Posted 24 June 2016 - 05:21 AM
#20
Posted 24 June 2016 - 05:32 AM
If they were so great, wouldn't think you would see greater numbers of players ah, playing them?
A few of them are in the higher tiers, but most are just awful. Panthers bigger?, give me a break.
I thought the whole point of the rescale was to evaluate some that were too large for their class, like Trebs, for example and make them a bit smaller.
I think this scale thing is an example of be careful what you wish for. The Genie, just put a sausage on your nose.
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