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The Epic Locust Hate Thread. Tears And Salt Inside

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#142 Wintersdark

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Posted 28 June 2016 - 11:22 PM

View PostsamadhiVOID, on 28 June 2016 - 08:31 PM, said:


Collision damage only being hostile is distasteful for a number of reasons to me. Plus, it reminds me of Tribes. Next people will complain about all team damage. Seriously just implement a reverse camera in the HUD and make all collisions hurt: opponent, team and environment.
The engine doesn't support second viewports. We simply can't have a reverse camera until an engine upgrade, so that's off the table.

#143 BabyCakes666

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Posted 29 June 2016 - 02:51 AM

just up ram dmg so you can die from it

#144 Wintersdark

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Posted 29 June 2016 - 04:32 AM

View PostMystere, on 28 June 2016 - 01:22 PM, said:


As I said earlier in response to someone else, I disagree. Damage should either be equal or no damage at all to friend or foe alike.
I'm fine either way to be honest, but heavy friendly collision damage would lead to a world more rage in game than there is now.

It's not like friendly fire at all: you don't need to be firing at the start of the match (morons notwithstanding), but you do need to get moving. I'd be incredibly annoyed if those guys who start and immediately collide with you where doing real damage.

So, yeah, I can see both sides here.

#145 Lykaon

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Posted 29 June 2016 - 04:57 AM

View PostAleski, on 27 June 2016 - 04:06 AM, said:

HA HA HA

This thread is a joke : i don't count the number of quick play where i have been one shot in my Lolcust... I love this chassis, but if it's a threat for you, it's just that you're in a bad team or you are a bad player. Of course they can destroy an alone assault mech with one hand in the pant, but it's normal, they are quick.

Medium mech ? They eat you. Dual AC/20 or Gauss mech ? They one-shoted you. Laser boat ? If they aim well, they melt you. Bigger lights mech ? They outgunned you. SRM boat ? They sweep your legs. SSRM boat ? When you saw one, you're dead.

It's good that they have the speed, manoeuvrability and tiny size in order to compete !

And i'm in Tier 2, when maybe i will reach T1, it will be even tougher to take the Locust =)



That you don't see something is off is a joke. Since the resize my damage output has been increased by at least 50% and this is entirely because the smaller size does two things.

Smaller is harder to hit and smaller is more compact meaning damage naturally spreads easier maximizing armor performance against lasers.

When a Jenner is the size of an atlas from the waist down and a Locust is the size of the Atlas from the knee down on one leg there is something wrong. ( I do exaggerate but not by much)

#146 Aleski

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Posted 29 June 2016 - 05:28 AM

View PostLykaon, on 29 June 2016 - 04:57 AM, said:

That you don't see something is off is a joke. Since the resize my damage output has been increased by at least 50% and this is entirely because the smaller size does two things.

Smaller is harder to hit and smaller is more compact meaning damage naturally spreads easier maximizing armor performance against lasers.

When a Jenner is the size of an atlas from the waist down and a Locust is the size of the Atlas from the knee down on one leg there is something wrong. ( I do exaggerate but not by much)


Even if you have observed a 50% augmentation in your damage output, does this make the Locust an OP mech ? I don't think so.

Most of the time, i do 300 damages in this bugger. Sometimes more, often less (200 damages). And this is for the matches where i don't have been one shoted by a PPFLD bad guy. If i have an increase of 50% in my damage output, this will not turn the locust into a game breaker mech, don't you think ? Cheetas seems far superior to me, i drive them too. Why there is no complains anymore about them ?

You spread the damage more ? Maybe on the lazors it's usefull, but on the pinpoint dual gauss or ACs it will change nothing and i'm still one shoted very often in the Lolcust.

#147 Darian DelFord

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Posted 29 June 2016 - 07:39 AM

View PostEd Steele, on 28 June 2016 - 01:40 PM, said:

How is taking away a crutch / exploit a "hard nerf"? Light pilots in this thread keep telling everyone to "learn how to aim", but how about light pilots maybe learning how to pilot their Mech's without running into things?


Lights need to learn to pilot? More like heavy and assaults need more training, the reason most assaults ahd heavies die to lights is not Hit Reg or hit boxes (Some Exceptions yes) but its the fact that heavy and assault pilots make a ton of mistakes that lights take advantage of. As a dedicated light pilot we learned NOT to make mistakes. One and we are toast, however a heavy and an assault is bit more forgiving.... case in point

Here are but a few video's and examples of heavies being taken out by me and if you serach the forums you may find a few threads about how their "skill" could not take me out.



















View PostMaugged, on 28 June 2016 - 04:35 PM, said:

Ok if they remove the mobility quirks on the heavies and assaults.



Oh but the forums would burn in the hell fire that would be the hate....





BTW you want to kill a light......... Learn to aim

Flipping flapping JACK!!!!




Edited by Darian DelFord, 29 June 2016 - 07:42 AM.


#148 NocturnalBeast

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Posted 29 June 2016 - 09:51 AM

View PostJables McBarty, on 28 June 2016 - 04:50 PM, said:


I look forward to it :)


Well, I decided to actually play MWO last night instead of arguing about it on the forums, so don't hold you breath for a detailed response. I will leave it at this...

Me: Increased collision damage is good.

You:. Increased collision damage is bad.

There we go.

Edited by Ed Steele, 29 June 2016 - 01:27 PM.


#149 BabyCakes666

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Posted 29 June 2016 - 10:18 AM

http://mwomercs.com/...he-meta-pixies/

my thread for the vid^^^

this thread got so big i made a new vid just for it



#150 Jables McBarty

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Posted 29 June 2016 - 11:21 AM

View PostBabyCakes666, on 29 June 2016 - 02:51 AM, said:

just up ram dmg so you can die from it


First, I want to address this concept, the fact that there "is no" collision damage. Here's my response from the Black Knight and Grasshopper thread:

View PostJables McBarty, on 29 June 2016 - 10:18 AM, said:

*I want to note that these arguments to "add collision damage" suggest that lights don't already lose armor due to collisions....except they do. You don't notice it in your max-armor 75-tonner, but we notice it in our half-armor 20-tonners. We lose it when we bump friendlies, when friendlies bump us, when hitting hostiles, and, for non-JJ lights, when we fall/jump off ledges at 100+ kph trying to dodge your poorly-aimed PPC shots (and for JJ lights, when the buggy JJ code slams you into surfaces at -140 kph stripping 4% of your total HP and turning your leg armor a nice ochre)


Next comment:

View PostEd Steele, on 28 June 2016 - 01:40 PM, said:

How is taking away a crutch / exploit a "hard nerf"? Light pilots in this thread keep telling everyone to "learn how to aim", but how about light pilots maybe learning how to pilot their Mech's without running into things?


This is another misconception that comes from fatty pilots, that lights do not know how to avoid running into things.

1. A light engaging in a close-range fight--in a brawl--spends about 50% of its time dodging fire and obstacles, about 35% of its time getting into a decent firing position, and about 15% lining up and taking shots. Spend any time watching Darian's videos and you'll see that this is true.

2. Lights have very limited armor, the Locust in particular. One Locust theorist suggests 107 total points of armor per Locust--including 2/3/2 across the RTs and 1 for the head. Because of this limited armor and its distribution, we spend a great deal of time weaving and torso twisting--attempting to use our generous yaw arc to always take shots on the front torsos. This means that not only are we never running in straight lines (a motionless Locust is a dead Locust; a Locust running in a straight line is a soon-to-be dead Locust), but we are almost never looking in our forward 90 degrees, and when we are it is because we are shaking the torso vigorously. For this reason, many (if not most) agile light pilots steer by the minimap alone, where you can always see where you are headed.

3. All of this movement is being done while under fire from at least one, if not multiple, enemy 'mechs. The light pilot is dodging all obstacles--both 'mechs and terrain--because he knows that the moment he stops he is dead from a single alpha. He is also attempting to stop, start, and weave to dodge beams and to trick lead-shots. If he encounters a streak-boat he either hopes the missiles auto-target fresh components or he turns to bear the majority of the payload on one or the other ST/arm--and in doing so has to interrupt his dodging pattern.

4. The light pilot recognizes that when engaging a slow fatty with all high-torso-mounted weapons, he has two safe zones--the rear arc and the near-front arc below the weapons' firing plane. For any fatty with streaks or LAAs, he has only the rear arc for safety. Thus he continues to thread the needle as close as possible to the legs/feet of his target, knowing that the second he leaves that safe zone he is toast. This is not an exploit, it is making use of the only viable strategy other than long-range peek&poke available to non-JJ lights (as some JJ lights can jump over targets instead of hugging them). This is important to note in light of older fatty QQ threads complaining that the Oxide was too tanky. The Locust does not tank: it dodges or outright avoids being shot at--it does what a viable light 'mech indisputably should do.

5. If we do increase collision damage, not only will the light pilot continue to spend 50% of his time dodging the same obstacles--other 'mechs, terrain, and weapons-fire--he will also need to dodge enemy 'mechs who are trying to intentionally ram him. You may think this far-fetched, but there are people who run dedicated "light-hunter" builds--I know because I run them too. Not only will your 100+ kph 50- and 55-tonners attempt to ram lights when the opportunity arises, but truly fast mediums like the IFR and CDA will be able to hunt down and ram off the leg armor of fragile lights. All they need to do is strip and destroy one leg to get an easy kill. So you are asking light pilots to not only continue dodging all obstacles that happen to be around, but to also dodge targets that are intentionally trying to ram them.

To return to your rather disappointing response:

View PostEd Steele, on 29 June 2016 - 09:51 AM, said:

Well, I decided to actually play MWO last night instead of arguing about it on the forums, so don't hold you breath for a detailed response. I will it at this...

Me: Increased collision damage is good.

You:. Increased collision damage is bad.

There we go.


The point is not merely that increased collision damage is "bad," its that it will completely change the nature of the game. The light class will become unplayable for all but a few masochists.

Assaults and slow heavies will suffer from the change as much--if not more--than would lights. As I said before:

View PostJables McBarty, on 27 June 2016 - 08:50 AM, said:

And frankly, it would probably backfire on your slower assaults. Get 4 fast heavies to ram an assault twice each and it's nearly legged.

TBR max [leg] armor+HP = 96pts. Ram twice -20 = 76 hp

DWF max [leg] armor+HP = 126pts. Four TBRs ramming it twice -80 = 46hp.


The game will turn into a much more stark version of peek&poke as players attempt to avoid any collision damage, interspersed by fast heavies and heavy mediums running gauntlets on slow fatties to leg them.

Alternatively, all lights will begin to equip JJs to hop over slow assautls and keep out of their firing arcs. We will use our front CT to ram your rear STs and take off 10pts per hit, then cut through internals with SPLs. Which will result in QQ and a further nerf to Class V jumpjets.

Either way, TTK for lights will go significantly down, resulting in serious buffs to leg structure/armor for these same lights. With new buffs, the 'mechs will become at least minimally viable again, resume peeling at the rear arcs of fatties, and the QQ will resume demanding some new convoluted solution. Meanwhile, the real solution--use teamwork, streaks, and lower arm actuators--will remain OP for those players willing to vary their loadouts.



TL;DR: Good light pilots are already experts at maneuvering, dodging more obstacles in a game than a fatty does in a career. Introducing collision will change balance in unpredictable ways but will eventually result in buffs to lights to make them viable again, ending in more fatty QQ and further attempts to fix a non-problem. Solution to your "problem" is same as it has always been.

#151 Jables McBarty

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Posted 29 June 2016 - 11:38 AM

View PostDarian DelFord, on 29 June 2016 - 07:39 AM, said:






I remember this game--I think I was the SDR-5K--and remember watching my teammates nearly killing themselves because they just couldn't aim. I kept telling them to group up on Theta and put their backs together. But nope.

I also remember a lot of QQ in our teamchat about oxides being OP.

Quote





One in every three games for me.

#152 Mechwarrior1441491

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Posted 29 June 2016 - 11:50 AM

View PostJables McBarty, on 29 June 2016 - 11:21 AM, said:


First, I want to address this concept, the fact that there "is no" collision damage. Here's my response from the Black Knight and Grasshopper thread:



Next comment:



This is another misconception that comes from fatty pilots, that lights do not know how to avoid running into things.

1. A light engaging in a close-range fight--in a brawl--spends about 50% of its time dodging fire and obstacles, about 35% of its time getting into a decent firing position, and about 15% lining up and taking shots. Spend any time watching Darian's videos and you'll see that this is true.

2. Lights have very limited armor, the Locust in particular. One Locust theorist suggests 107 total points of armor per Locust--including 2/3/2 across the RTs and 1 for the head. Because of this limited armor and its distribution, we spend a great deal of time weaving and torso twisting--attempting to use our generous yaw arc to always take shots on the front torsos. This means that not only are we never running in straight lines (a motionless Locust is a dead Locust; a Locust running in a straight line is a soon-to-be dead Locust), but we are almost never looking in our forward 90 degrees, and when we are it is because we are shaking the torso vigorously. For this reason, many (if not most) agile light pilots steer by the minimap alone, where you can always see where you are headed.

3. All of this movement is being done while under fire from at least one, if not multiple, enemy 'mechs. The light pilot is dodging all obstacles--both 'mechs and terrain--because he knows that the moment he stops he is dead from a single alpha. He is also attempting to stop, start, and weave to dodge beams and to trick lead-shots. If he encounters a streak-boat he either hopes the missiles auto-target fresh components or he turns to bear the majority of the payload on one or the other ST/arm--and in doing so has to interrupt his dodging pattern.

4. The light pilot recognizes that when engaging a slow fatty with all high-torso-mounted weapons, he has two safe zones--the rear arc and the near-front arc below the weapons' firing plane. For any fatty with streaks or LAAs, he has only the rear arc for safety. Thus he continues to thread the needle as close as possible to the legs/feet of his target, knowing that the second he leaves that safe zone he is toast. This is not an exploit, it is making use of the only viable strategy other than long-range peek&poke available to non-JJ lights (as some JJ lights can jump over targets instead of hugging them). This is important to note in light of older fatty QQ threads complaining that the Oxide was too tanky. The Locust does not tank: it dodges or outright avoids being shot at--it does what a viable light 'mech indisputably should do.

5. If we do increase collision damage, not only will the light pilot continue to spend 50% of his time dodging the same obstacles--other 'mechs, terrain, and weapons-fire--he will also need to dodge enemy 'mechs who are trying to intentionally ram him. You may think this far-fetched, but there are people who run dedicated "light-hunter" builds--I know because I run them too. Not only will your 100+ kph 50- and 55-tonners attempt to ram lights when the opportunity arises, but truly fast mediums like the IFR and CDA will be able to hunt down and ram off the leg armor of fragile lights. All they need to do is strip and destroy one leg to get an easy kill. So you are asking light pilots to not only continue dodging all obstacles that happen to be around, but to also dodge targets that are intentionally trying to ram them.

To return to your rather disappointing response:



The point is not merely that increased collision damage is "bad," its that it will completely change the nature of the game. The light class will become unplayable for all but a few masochists.

Assaults and slow heavies will suffer from the change as much--if not more--than would lights. As I said before:



The game will turn into a much more stark version of peek&poke as players attempt to avoid any collision damage, interspersed by fast heavies and heavy mediums running gauntlets on slow fatties to leg them.

Alternatively, all lights will begin to equip JJs to hop over slow assautls and keep out of their firing arcs. We will use our front CT to ram your rear STs and take off 10pts per hit, then cut through internals with SPLs. Which will result in QQ and a further nerf to Class V jumpjets.

Either way, TTK for lights will go significantly down, resulting in serious buffs to leg structure/armor for these same lights. With new buffs, the 'mechs will become at least minimally viable again, resume peeling at the rear arcs of fatties, and the QQ will resume demanding some new convoluted solution. Meanwhile, the real solution--use teamwork, streaks, and lower arm actuators--will remain OP for those players willing to vary their loadouts.



TL;DR: Good light pilots are already experts at maneuvering, dodging more obstacles in a game than a fatty does in a career. Introducing collision will change balance in unpredictable ways but will eventually result in buffs to lights to make them viable again, ending in more fatty QQ and further attempts to fix a non-problem. Solution to your "problem" is same as it has always been.


I remember the days of collision and it was more thoughtful game play. It was more difficult to do pushes and rushes in deathballs, because you risked falling down or knocking down others. Light pilot Aces cut their teeth on the hardest era of the game for lights. You fall down, you die. Don't fall down.

Collision would steer this game to more awareness driven combat situations instead of the zerg fest we see so often.

#153 Darian DelFord

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Posted 29 June 2016 - 01:09 PM

View PostJables McBarty, on 29 June 2016 - 11:38 AM, said:


I remember this game--I think I was the SDR-5K--and remember watching my teammates nearly killing themselves because they just couldn't aim. I kept telling them to group up on Theta and put their backs together. But nope.

I also remember a lot of QQ in our teamchat about oxides being OP.



One in every three games for me.



Yeah a few of them came to the forums and started to complain about how OP the OXIDE was..... Never did it occur to them their lack of aim and more importantly situational awareness did them in far quicker than anything else. They really did not like it when I posted this video of them..... hence the title.... Larry Curly and Moe.

#154 NocturnalBeast

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Posted 29 June 2016 - 01:29 PM

View PostMechwarrior1441491, on 29 June 2016 - 11:50 AM, said:


I remember the days of collision and it was more thoughtful game play. It was more difficult to do pushes and rushes in deathballs, because you risked falling down or knocking down others. Light pilot Aces cut their teeth on the hardest era of the game for lights. You fall down, you die. Don't fall down.

Collision would steer this game to more awareness driven combat situations instead of the zerg fest we see so often.


Yes, when the Atlas was the king of the battlefield!

#155 Jables McBarty

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Posted 29 June 2016 - 02:09 PM

View PostMechwarrior1441491, on 29 June 2016 - 11:50 AM, said:

I remember the days of collision and it was more thoughtful game play. It was more difficult to do pushes and rushes in deathballs, because you risked falling down or knocking down others. Light pilot Aces cut their teeth on the hardest era of the game for lights. You fall down, you die. Don't fall down.

Collision would steer this game to more awareness driven combat situations instead of the zerg fest we see so often.


If you are a light pilot, and you were a light pilot back then, and you believe that it was better back then, I'll take your word for it and change my position.

But so far the only people calling for increased damage have only been assault pilots upset that the bugs took their candybars.

And if introducing collisions is meant only to prevent lights from killing assaults, I can't support it. At all.

EDIT: Case in point....

View PostEd Steele, on 29 June 2016 - 01:29 PM, said:

Yes, when the Atlas was the king of the battlefield!

Edited by Jables McBarty, 29 June 2016 - 02:33 PM.


#156 dario03

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Posted 29 June 2016 - 02:14 PM

View PostJables McBarty, on 29 June 2016 - 02:09 PM, said:


If you are a light pilot, and you were a light pilot back then, and you believe that it was better back then, I'll take your word for it and change my position.

But so far the only people calling for increased damage have only been assault pilots upset that the bugs took their candybars.

And if introducing collisions is meant only to prevent lights from killing assaults, I can't support it. At all.


Collisions didn't make the game better. The biggest problem with it was that it was buggy and not just the teleporting bug when getting back up but the actual collision as well. Sometimes you wouldn't even appear to be that close to another mech but you would end up colliding with them. Also the biggest culprit for knocking you over while in a light wasn't enemy bigs, or even enemy lights, it was friendlies, typically bigs who insisted on walking through you even if there was plenty of room.

#157 TheLuc

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Posted 29 June 2016 - 02:18 PM

I must be the only guy who doesn't give a crap about the kodiak or the locust.





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