#21
Posted 27 June 2016 - 03:30 AM
#22
Posted 27 June 2016 - 03:51 AM
#23
Posted 27 June 2016 - 04:06 AM
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 =)
#24
Posted 27 June 2016 - 04:08 AM
Quote
There are going to be OMG he's just suggesting something from another game types, but it needs an artificial game mechanic where damage to a friendly is minimal on contact, but to people of opposing sides the damage is substantial.
Something like this should have been in the game years ago, but its not, and leg humping is the issue not the size of the locust
There already was collision damage in Beta and I think ist time to get it back.
#25
Posted 27 June 2016 - 04:37 AM
#26
Posted 27 June 2016 - 05:14 AM
staying with your team really isnt an option because for a locust motion is life. if your team is very static, you end up sitting around being easy food for the guy on the other side with 3 ppcs or a few lls. you cant partake in firing lines either because too much crossfire to run through. being kind of a sattelite works well, check out targets and pass the intel, taking pop shots when possible. if you take up babysitting duty for assaults, you usually just run zigzags behind them, both to keep moving and to check for lights sneaking up on you. going all covert ops seems to increase survivability.
Edited by LordNothing, 27 June 2016 - 05:19 AM.
#27
Posted 27 June 2016 - 05:24 AM
#28
Posted 27 June 2016 - 05:58 AM
Then in another match a LPL locust finished off the last 5 guys on our team (all of us were in bad shape).
I don't mind the size, but the machine gun LPL quirk needs to be reduced a little.
#29
Posted 27 June 2016 - 06:47 AM
Lykaon, on 27 June 2016 - 03:04 AM, said:
is more forgiving cause the opponent miss you ... For i don't repeat me again i will just quote myself.
Idealsuspect, on 27 June 2016 - 12:27 AM, said:
Aim better wait locust pilot do a mistake and finish him
#30
Posted 27 June 2016 - 07:10 AM
#31
Posted 27 June 2016 - 07:13 AM
EvilCow, on 27 June 2016 - 12:56 AM, said:
The smaller Locust is nice to have but it should get reduced agility/turn quirks, right now it is a bit on the ridiculous side.
smokytehbear, on 27 June 2016 - 12:57 AM, said:
As a previous quauss bear pilot, I can confirm this happens pretty much literally every time. It's like playing a mech with no armor, except instead you have no structure.
A Locust has 12 HP in the CT and 10 HP in each site torso. With only a couple points of armor, a single gauss round to the back will one shot one.
#32
Posted 27 June 2016 - 07:25 AM
Maugged, on 27 June 2016 - 01:45 AM, said:
damn right there is. Got legged twice this weekend in my 1e by a teammate stepping on me. On the positive side I finished off an urbie by running straight into him (not on purpose though)
#33
Posted 27 June 2016 - 07:32 AM
Repeat it and it will become truth!
#34
Posted 27 June 2016 - 07:39 AM
ramming a 100 ton assault mech (or a concrete wall) with 47 m/s = no damage
because.. REASONS!
PGI: "works as intented"
#35
Posted 27 June 2016 - 07:48 AM
darkcyd, on 27 June 2016 - 12:06 AM, said:
Fix:
Please revert locust size to before patch until physical attack mechanics are in the game to prevent them being able to abuse size mechanics without fear of having legs kicked off by atlas.
Edit:
As a preview of arguments:
Stay with team: Nobody gets a "I kill anybody over 70 tons for free unless they have help" button. The locust shouldn't either.
Idealsuspect, on 27 June 2016 - 12:27 AM, said:
Aim better wait locust pilot do a mistake and finish him with their smaller size they do more mistake than before.
Now you dont have to fear oxyde also you can focus on a little 20 tonns right? Stop crying.
I.... I can't add anything to this conversation.
OP already acknowledges that he has no good rebuttals to the counter-arguments.
Idealsuspect makes good points.
OP, are you in the "lights should only be scouts/support 'mechs" camp? Because it sounds suspiciously like you might be.
Seriously.
Stop complaining about lights killing you. In this game THAT'S ALL THAT THEY CAN DO. Sorry that you don't have any friends to watch your back.
Carry streaks or SSRMs or get in something fast that has moveable arms.
There are ways to counter all lights, just like there are ways to counter assaults, heavies, and mediums. Do I get on the forums and QQ every time I get one-shotted in my Locust? Nerf Gauss, Nerf Streaks, Nerf LPL, nerf all 'mechs over 25 tons, buff Locust structure +65 all torsos. How can I be in firing line if I get one-shotted? GG PGI Pls I want my money back.
Jesus. Suck it up.
#36
Posted 27 June 2016 - 07:52 AM
#37
Posted 27 June 2016 - 07:58 AM
Cathy, on 27 June 2016 - 12:32 AM, said:
There are going to be OMG he's just suggesting something from another game types, but it needs an artificial game mechanic where damage to a friendly is minimal on contact, but to people of opposing sides the damage is substantial.
Something like this should have been in the game years ago, but its not, and leg humping is the issue not the size of the locust
100% agree with this. Damage for running in to another Mech, whether friendly or enemy, should be many times more than the 1 damge that you get now. It should be more like 10 damage tp both Mechs. First, it would teach people to learn to drive their Mechs and second it would give everyone another viable weapon. A weapon that would be effective against leg humpers and huggers. It could also make the disarmed walking stick a potential weapon.
#38
Posted 27 June 2016 - 08:05 AM
#39
Posted 27 June 2016 - 08:07 AM
#40
Posted 27 June 2016 - 08:24 AM
Rampage, on 27 June 2016 - 07:58 AM, said:
100% agree with this. Damage for running in to another Mech, whether friendly or enemy, should be many times more than the 1 damge that you get now. It should be more like 10 damage tp both Mechs. First, it would teach people to learn to drive their Mechs and second it would give everyone another viable weapon. A weapon that would be effective against leg humpers and huggers. It could also make the disarmed walking stick a potential weapon.
This. So much. Would love to have more "physics" based damage to add a greater emphasis of thinking-on-your-feet, instead of simply relying on weapons. At least having the option would be cool.
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