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So Has The Locust Now Become The Premiere Light?


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#81 Pjwned

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Posted 26 June 2016 - 05:37 PM

View Postadamts01, on 25 June 2016 - 06:59 PM, said:

I do agree with most of that. With a better heat system we wouldn't need all our quirks. Let just hope Ghost Heat 2.0 is something positive.

Considering the Locust. I would say it's not balanced in the light class. It's the best choice right now for many situations. Everything else is just big and clumsy in comparison. I'd like to see the other lights get some mobility. As a big picture, I'm actually leaning towards it being balanced. The first 2 days it was easy mode, but people have gotten used to them now and I'm getting hit much more often. I'm having to settle down in to my normal Locusting routine, except against other lights, I'll still out-dual any of them, except for very good Oxide pilots.


As far as mobility, I'm not sure how I feel about the movement archetype changes and those could probably stand to be reviewed again and possibly changed back again, or barring that I would be fine with some mechs having small agility quirks if they actually need it.

Quote

Their "significant armor quirks": Lets take the 1E for an example. I run 6 armor rear because I spend a good about of time running away after legging something in the backfield. The only part of my torso that can take a single 24 point alpha from another SPL Locust is my fresh CT at 30 points. The legs are 40 points, so that's 2 good shots from another Locust, but realistically 4 bad shots. I actually stopped trying to leg them, those torsos are paper thin. If you see a running Locust, it has around 12-18 total points anywhere on it's back. Chances are he's been grazed with lasers once or twice, you mid-match you can half those amounts, a single PPC, AC10 or Pulse Laser hit and it's game over.


I'm not really seeing the point of this other than 1) reinforcing my point that the leg armor quirks too strong and 2) demonstrating that if you get gibbed like that from the rear then it means you overextended without being close enough to cover, especially if you know you're in danger of taking damage from much heavier weapons.

View PostL3mming2, on 26 June 2016 - 03:44 AM, said:

before they were rescaled the highest tier locust was tier 3, the rest where tier 4 and 5.. so your problem must be against quirks in genral, cause even with the rescale the best locust still is not t1...


Well yes, quirks are a blemish on the game, and my problem is with overquirked mechs making other mechs more or less obsolete, which is a horrible system.

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i am geting the feeling your "not balanced" means not the way i like it and has very litle to do with actual balance..


Not really, removing quirks means being forced to actually address various issues properly (which is sorely needed) instead of applying lazy, halfassed, garbage band aid fixes; removing quirks is only the next step in a long list.

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but to give you the benefit of the doubt how would you balance all mechs to be (more or less) equaly viable, and is your way a realisticaly optainable goal?


Well, previously my position was that mechs had to be rescaled properly first, and so far as I can tell that's what did happen with the comprehensive rescale we just had, so that's step 1 complete I guess; good job PGI being over 2 years late with proper mech scaling better late than never wow!!!--you get a C for effort.

Next step is to rework quirks entirely because most mechs have quirks simply because other mechs have quirks, and that is complete garbage.

Next step after that is to address various issues with equipment, with prime examples (that are very relevant here) being lower medium & small laser heat which should be at 3 and 1 heat respectively (instead of 4 and 2 heat respectively), SRMs need to do more damage because they simply don't do enough with all their drawbacks, machine guns need to be taken out of the garbage bin and go back to at least 0.1 damage per shot instead of 0.08, and also other things like increased velocity for ER PPCs so that they're not trash without huge quirks, etc.

Beyond that are lots of other things like adding new tech, getting rid of the garbage skill tree, reworking weapon modules entirely or ideally just removing them altogether, addressing convergence properly, maybe adding in a proper heat table with penalties at high heat, nerfing the **** out of ECM, eliminating fake choice BS like FF vs ES and SHS vs DHS, addressing internal vs external heatsinks in a way that doesn't screw over mechs with sub-250 rated engines, etc etc.

It's a long list of stuff that should be done, but all of these things are realistically obtainable goals in the case that PGI gets off their lazy asses to fix up their game, but since PGI probably won't do that it means in practice it's not obtainable because it's PGI.

View PostDarthHias, on 26 June 2016 - 04:06 AM, said:

There is only one problem
Always when the OP Light gets nerfed, this time the Oxide, the next one is up to get called for Nerfs.
If you succeed and the Locusts get nerfed all the Light pilots (the 5 guys who do pilot Lights) will go Cheetah. Then the Cheetah will have his place in the sun. #Cheetah OP plz nerf.

The shrinking didn´t increase the Locusts power level a lot.

Edit: Buff all Lights. It would be nice for all of them to be viable choices.

Also since the BK has fallen from grace because of the 5% nerfs I see more Whammys and even Thunderbolts. I would say a nerf is in order right? When I see mechs often they need to be nerfed.


That's a problem because that's not the proper way of handling it and it never was, there needs to be a comprehensive rework for lots of different things, and the rescaling was only the first step.

I understand that it is a problem anyways that keeps happening, but that's because PGI are incompetent hacks and they just keep applying halfassed **** band aid fixes instead of actually doing some real work.

#82 L3mming2

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Posted 27 June 2016 - 02:56 AM

i agrea with you on the proposed weapon balance changes you say, but i think when they are all implimented chassis still wont be balanced... some mechs just have the perfect storm of weight hardpoints, hardpoint locations, hitboxes, engine cap .... without quirks (and in some cases those will need to be quite significant) 90%* of mechs will still be vastly worse then the top 10%

*estimate :P

i think light mechs in general need quirks (large acceleration and decceleration and turning) to be viable, a unquirked light cant doge fire and douse not have armor to tank it..

if posible its offcorce prefferable to make those adjustments uniforme (example all lights have a base mobility boost of +15% to accel/deccel/turn) but i dont think its posible to ballance mechs without adjusting them on a mech by mech basis.. so unless they woold start to change the size/hardpoints/engincap's (not going to happen) quirks seem the only way to do this..

#83 Chados

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Posted 27 June 2016 - 03:47 PM

LOL @ salty Jenner pilots.

IIC Jenners put out an alpha strike in the low 40s to 70s depending on how many SRM6 they carry. How much back armor you all run? I don't run 1-8 back armor, I usually pack 15-25 depending on the mech and the build. And a Jenner packing the firepower of a Butterbee at half the weight and twice the speed and agility will one shot you with an alpha of 40 even with 20 armor in the rear CT. You all know it. It's why you all ran them. Those days are over. Thank God. Enjoy your new W.C. Fields-level schnozzes. And I welcome our new Lolcust overlords. Because a Phoenix Hawk can turn with them.

#84 Funkin Disher

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Posted 27 June 2016 - 05:27 PM

PPC locust with a 25% cooldown quirk. Fun stuff.

Edited by Funkin Disher, 27 June 2016 - 05:27 PM.


#85 MauttyKoray

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Posted 27 June 2016 - 06:54 PM

I'm sure they'll bring in quirks nerfs on the locust to compensate. The thing has some decent survivability now with its size and the old quirks make the thing a monster.

#86 Maugged

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Posted 28 June 2016 - 02:16 AM

View PostMauttyKoray, on 27 June 2016 - 06:54 PM, said:

I'm sure they'll bring in quirks nerfs on the locust to compensate. The thing has some decent survivability now with its size and the old quirks make the thing a monster.

A monster? No a decent mech to play finally. Lighter mechs are not just free candies for heavie/assaults. Last time i check it takes a lot more work to do 700+ damage in a locust than in any heavy/assaults because you have to take many many shots and do damage over time so you have to work for it constantly.

#87 adamts01

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Posted 28 June 2016 - 02:35 AM

View PostChados, on 27 June 2016 - 03:47 PM, said:

LOL @ salty Jenner pilots.

IIC Jenners put out an alpha strike in the low 40s to 70s depending on how many SRM6 they carry. How much back armor you all run? I don't run 1-8 back armor, I usually pack 15-25 depending on the mech and the build. And a Jenner packing the firepower of a Butterbee at half the weight and twice the speed and agility will one shot you with an alpha of 40 even with 20 armor in the rear CT. You all know it. It's why you all ran them. Those days are over. Thank God. Enjoy your new W.C. Fields-level schnozzes. And I welcome our new Lolcust overlords. Because a Phoenix Hawk can turn with them.
I really wish some of you would have tried these easy button mechs you complain about so much. The 6spl Clan Jenner A and both Oxides were pretty OP, but that's really it. And the only one that had a functional alpha over 36 was the Clan Oxide. It's pretty clear you spent all your time showing your back to these lights without spending any time in them. As for the IS Jenners, I just feel sorry for those things. They haven't been anywhere near the spotlight since ECM first started working 3 years ago.

#88 Weeny Machine

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Posted 28 June 2016 - 02:43 AM

View PostChados, on 27 June 2016 - 03:47 PM, said:

LOL @ salty Jenner pilots.

IIC Jenners put out an alpha strike in the low 40s to 70s depending on how many SRM6 they carry. How much back armor you all run? I don't run 1-8 back armor, I usually pack 15-25 depending on the mech and the build. And a Jenner packing the firepower of a Butterbee at half the weight and twice the speed and agility will one shot you with an alpha of 40 even with 20 armor in the rear CT. You all know it. It's why you all ran them. Those days are over. Thank God. Enjoy your new W.C. Fields-level schnozzes. And I welcome our new Lolcust overlords. Because a Phoenix Hawk can turn with them.


Show us your Jenner IIC statistics, please. If they are so easy mode for you, your personal data must be a real eye-opener.

View Postadamts01, on 28 June 2016 - 02:35 AM, said:

I really wish some of you would have tried these easy button mechs you complain about so much. The 6spl Clan Jenner A and both Oxides were pretty OP, but that's really it. And the only one that had a functional alpha over 36 was the Clan Oxide. It's pretty clear you spent all your time showing your back to these lights without spending any time in them. As for the IS Jenners, I just feel sorry for those things. They haven't been anywhere near the spotlight since ECM first started working 3 years ago.

The Jenner IICs paid for it, though, with zero agility quirks and being fragile like hell.

When you have a look at heavies you will find a lot with 20-45%! turn rate quirks and als yaw quirks which range between 15-25%. Now, here we have some bloated quirking

Edited by Bush Hopper, 28 June 2016 - 02:52 AM.


#89 Stone Wall

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Posted 28 June 2016 - 02:52 AM

View PostBush Hopper, on 28 June 2016 - 02:43 AM, said:

Show us your Jenner IIC statistics, please. If they are so easy mode for you, your personal data must be a real eye-opener.


I use a Jenner with 6 ER M. Pretty nasty. But I'm an old school MW pilot.

#90 NeoCodex

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Posted 28 June 2016 - 03:46 AM

Obligatory "can we get Flea now?" post

#91 Darian DelFord

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Posted 28 June 2016 - 04:36 AM

View PostChados, on 27 June 2016 - 03:47 PM, said:

LOL @ salty Jenner pilots.

IIC Jenners put out an alpha strike in the low 40s to 70s depending on how many SRM6 they carry. How much back armor you all run? I don't run 1-8 back armor, I usually pack 15-25 depending on the mech and the build. And a Jenner packing the firepower of a Butterbee at half the weight and twice the speed and agility will one shot you with an alpha of 40 even with 20 armor in the rear CT. You all know it. It's why you all ran them. Those days are over. Thank God. Enjoy your new W.C. Fields-level schnozzes. And I welcome our new Lolcust overlords. Because a Phoenix Hawk can turn with them.



Spoken like a true assault pilot that has absolutely NO idea what he is talking about. PLEASE show me one heavy or assault mech that gets 1 shot with 15-25 back armor with an alpha of 40 points of damage. Simply put there is not one. YOu need an alpha close to 60 to one shot someone with that much back armor depending on the build..... Only one Jenner can accomplish that..... even then..... the SPREAD will NOT put it all in one spot, and if he does get close enough well he is literally 2 meters from you.

YOu compare the Jenner IIC to the butterbee, however you left out one of the IIC's MANY weakness.... its has roughly half the armor and guess what else.... IT CAN BE ONE SHOT!!!

Get a clue

Edited by Darian DelFord, 28 June 2016 - 04:38 AM.


#92 Pjwned

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Posted 28 June 2016 - 01:28 PM

View PostL3mming2, on 27 June 2016 - 02:56 AM, said:

i agrea with you on the proposed weapon balance changes you say, but i think when they are all implimented chassis still wont be balanced... some mechs just have the perfect storm of weight hardpoints, hardpoint locations, hitboxes, engine cap .... without quirks (and in some cases those will need to be quite significant) 90%* of mechs will still be vastly worse then the top 10%

*estimate Posted Image

i think light mechs in general need quirks (large acceleration and decceleration and turning) to be viable, a unquirked light cant doge fire and douse not have armor to tank it..

if posible its offcorce prefferable to make those adjustments uniforme (example all lights have a base mobility boost of +15% to accel/deccel/turn) but i dont think its posible to ballance mechs without adjusting them on a mech by mech basis.. so unless they woold start to change the size/hardpoints/engincap's (not going to happen) quirks seem the only way to do this..


Well, another thing that should happen is decoupling agility from engine rating, so that way lights are always quite agile (as they should be) while heavies & assaults are not overly agile (as they should be). Acceleration & deceleration would still be dependent on engine rating, since that makes sense, but turn rate and twist rate and such would be a static value for each mech, and then if actually needed the mech could have some acceleration & deceleration quirks.

#93 Chados

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Posted 28 June 2016 - 03:37 PM

Still LOLing at y'all salty Jenner pilots.

No IIC stats here. I don't have them. Just been up against them before and after the resize. I much prefer after. I grant you that my opinion is the extremely biased, wholly unfair, and unforgivingly partisan opinion of a career Marauder/Catapult pilot. Because chicken walkers. I totally own that. Totally. And no, I'm not an assault pilot typically but I've been known to roll with a Victor or Zeus...or even a Wolverine or Phoenix Hawk...when the queues aren't favorable to heavies.

I'm also not a "he." Just saying :)

I was thinking about throwing in a "lern2play" for the new paradigm for Jenner drivers, since that seemed to be the refrain from Jennerites to the rest of us when the Jennerpocalypse was going on up til the patch this month. But that would be mean. So I won't do it.

Edited by Chados, 28 June 2016 - 03:39 PM.


#94 Mystere

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Posted 28 June 2016 - 03:49 PM

View PostChados, on 28 June 2016 - 03:37 PM, said:

Still LOLing at y'all salty Jenner pilots.

No IIC stats here. I don't have them. Just been up against them before and after the resize. I much prefer after. I grant you that my opinion is the extremely biased, wholly unfair, and unforgivingly partisan opinion of a career Marauder/Catapult pilot. Because chicken walkers. I totally own that. Totally. And no, I'm not an assault pilot typically but I've been known to roll with a Victor or Zeus...or even a Wolverine or Phoenix Hawk...when the queues aren't favorable to heavies.

I'm also not a "he." Just saying Posted Image

I was thinking about throwing in a "lern2play" for the new paradigm for Jenner drivers, since that seemed to be the refrain from Jennerites to the rest of us when the Jennerpocalypse was going on up til the patch this month. But that would be mean. So I won't do it.


Well, in that case:

Posted Image

#95 Chados

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Posted 28 June 2016 - 03:53 PM

Mystere:

LOLOLOLOLOL!

Good one :)

#96 Y E O N N E

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Posted 28 June 2016 - 06:55 PM

But...Marauders killed even pre-nerf Jenners with ease...

#97 adamts01

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Posted 28 June 2016 - 07:15 PM

View PostBush Hopper, on 28 June 2016 - 02:43 AM, said:

The Jenner IICs paid for it, though, with zero agility quirks and being fragile like hell.

When you have a look at heavies you will find a lot with 20-45%! turn rate quirks and als yaw quirks which range between 15-25%. Now, here we have some bloated quirking

Clan Jenners..... They were too powerful. The 6spl Jenner A was just stupid. 36 point alpha to 180m all on very survivable arms, ran insanely cool, very fast and jumped well. I wasn't sure how to nerf that thing but it needed this. I still think most lights need some movement buffs though. Most still lack in firepower, are big easy targets with little armor, aren't even that fast and now handle worse than many mediums. It's just not right.

I agree too many of the big mechs maneuver like they're much smaller. I'd like to see that reserved for mediums and very unfortunate heavies and assaults, definitely not the Kodiak3.

#98 Lightfoot

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Posted 28 June 2016 - 07:25 PM

Locusts don't carry much and die at the first solid hit. One of mine actually died to one LRM 5 hit today. Headshot? Anyway, was very surprised by that. I think they should be smaller really, but they are much better than before when getting one-shotted was happening way too often. And in most games you don't get paid too much if you are harassing to break up the enemy lances.

Conversely other lights can take the chance of being hit numerous times before they are taken out and get ample shots with their bigger load-outs.

#99 adamts01

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Posted 28 June 2016 - 07:49 PM

View PostLightfoot, on 28 June 2016 - 07:25 PM, said:

Locusts don't carry much and die at the first solid hit. One of mine actually died to one LRM 5 hit today. Headshot? Anyway, was very surprised by that. I think they should be smaller really, but they are much better than before when getting one-shotted was happening way too often. And in most games you don't get paid too much if you are harassing to break up the enemy lances.

Conversely other lights can take the chance of being hit numerous times before they are taken out and get ample shots with their bigger load-outs.

My 6xML Locust has a 30 point alpha. That's equal or greater than many other lights. The 6spl suits my playstyle better, and it's only 8 damage less than the still potent 8spl Firestarter. Not too shabby for being half the size, more than twice as maneuverable and considerably faster.

#100 Darian DelFord

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Posted 28 June 2016 - 07:52 PM

View PostLightfoot, on 28 June 2016 - 07:25 PM, said:

Locusts don't carry much and die at the first solid hit. One of mine actually died to one LRM 5 hit today. Headshot? Anyway, was very surprised by that. I think they should be smaller really, but they are much better than before when getting one-shotted was happening way too often. And in most games you don't get paid too much if you are harassing to break up the enemy lances.

Conversely other lights can take the chance of being hit numerous times alphaed twice before they are taken out and get ample shots with their bigger equal load-outs.



FTFY

Edited by Darian DelFord, 28 June 2016 - 08:03 PM.






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