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Rescale And Movement Nerfs Are Overly Deleterious To 35 Ton Lights


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#21 cazidin

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Posted 29 June 2016 - 08:21 AM

Deleterious, the vocabulary word of the day!

Deleterious, adjective.
Damaging or harmful.
Harmful, often in a subtle or unexpected way.

#22 Darian DelFord

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Posted 29 June 2016 - 08:21 AM

View PostDivineEvil, on 29 June 2016 - 07:58 AM, said:



Some lights now have reduced maneuverability Light still has maneuverability and speed. Some has more speed, some has more less maneuverability, some has more laughable firepower. Jumpjets are a joke the most efficient on Lights. 35-tonners just don't have size advantage anymore, which is irrelevant when you're preforming proper suicide flanking maneuvers in close-range combat and change positions often working from cover in long-range combat. Prior to rescale, there were absolutely no great reason to take anything but less than 35-tonner, such as ECM, such as long range sniping such as true leg humping. Now, if you need more mobility and speed, use lighter mechs, and it's actually a feasible alternative, not a troll-pick. because some 35 tonners now move like 50 tonners

What... what kind of troll? What kind of place? WTF are you talking about? Are you ok?




FTFY

Edited by Darian DelFord, 29 June 2016 - 08:24 AM.


#23 Mawai

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Posted 29 June 2016 - 08:28 AM

View PostDivineEvil, on 28 June 2016 - 05:30 PM, said:

You are an old, cranky *******. 35-tonners are fine. If size matters in your playstyle by a Light mech, then your playstyle is wrong.

All mechs are now treated equally. Your personal bias are out of place.


I think he is mostly complaining about the mobility nerfs which were applied at the same time as the rescale. The combination puts the 35 ton lights in a particularly tight squeeze. This is especially true when there would appear to be no reason to nerf the mobility across the board for these lights.

#24 ScarecrowES

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Posted 29 June 2016 - 08:31 AM

Darian.. I'm having a helluva time figuring out just what your argument is here.

What is it, exactly, you are for or against? What is your position?

Nearest I can figure, you're upset that Jenners are now slightly more fragile than they used to be, and this affects you because of the specific way you choose to play Jenners? And I assume that specific way is... kamikaze attacks?

I'm just super confused because you seem to be arguing against yourself.

View PostMawai, on 29 June 2016 - 08:28 AM, said:


I think he is mostly complaining about the mobility nerfs which were applied at the same time as the rescale. The combination puts the 35 ton lights in a particularly tight squeeze. This is especially true when there would appear to be no reason to nerf the mobility across the board for these lights.


35 tonners did not get a blanket mobility nerf. The JENNER got a mobility nerf. That's one mech. Well two if you count both clan and IS versions. Still, the remaining lights, aside from the Spider, were left untouched.

#25 Quicksilver Aberration

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Posted 29 June 2016 - 08:33 AM

View PostScarecrowES, on 29 June 2016 - 08:31 AM, said:

Nearest I can figure, you're upset that Jenners are now slightly more fragile than they used to be, and this affects you because of the specific way you choose to play Jenners? And I assume that specific way is... kamikaze attacks?

The only Jenner that could potentially kamikaze is the Oxide, and that didn't work even before the patch against good players, can we stop pretending like that is something good light pilots do?

#26 Moldur

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Posted 29 June 2016 - 08:40 AM

Yo I got XCom 2 in the Steam sale and not playing MWO has never been so fun.

#27 Darian DelFord

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Posted 29 June 2016 - 08:41 AM

View PostScarecrowES, on 29 June 2016 - 08:31 AM, said:

Darian.. I'm having a helluva time figuring out just what your argument is here.

What is it, exactly, you are for or against? What is your position?

Nearest I can figure, you're upset that Jenners are now slightly more fragile than they used to be, and this affects you because of the specific way you choose to play Jenners? And I assume that specific way is... kamikaze attacks?

I'm just super confused because you seem to be arguing against yourself.



Slightly is an understatement. I am not a kamikazee I am a Jenner D (Founders) pilot.... I am a knife fighter... 4 SPL's and 2 SRM 4, which would require me to get in close to a lone assault do what I am going to do and when it gets to hot get out.. With the rescale now making my CT 20% larger AND the mobility nerf trying to use the D is extremely difficult for one of its intended roles. FORGET trying to duel another light. A good locust pre patch could beat a Jenner now its laguable The damn thing turns like a sherman tank..

They took the easiest to hit CT in the game and made it even larger with no defensive quirks about it. The Jenner population as a whole has plummeted ( We will see in a few weeks where it stands) however most of left for other mechs until this is addressed.

Jenners never could just charge in and then out again unscathed, simply does not happen anymore PRE patch and sure as hell does not happen now. The Oxide is the ONLY Jenner that can really survive this last patch. The others have just been dumped. While some of us, myself included, will still play them, they are but a relic.

Edited by Darian DelFord, 29 June 2016 - 08:43 AM.


#28 Murphy7

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Posted 29 June 2016 - 08:41 AM

Well, complaints about movement categories are valid across most every mech - while I don't want to see Atlases scale Alpine mountain at full speed no issue, the code they have has also yielded the routine "stuck on a pebble" complaint.

I don't want to see this addressed as quirks per se, but I do think light mechs need better acceleration, deceleration, and turning across the board - pretty much anything not a Locust.

I've been taking a Commando out a fair bit and this thing, fully skilled, has a hard time turning to match heavy mechs. Straight line speed is really all some light mechs have going for them, and a light moving a straight line is dead, period.

Ice Ferrets move better than Commando & Spiders across the ground at the same speed? That's not OK.

Edited by Murphy7, 29 June 2016 - 08:43 AM.


#29 Darian DelFord

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Posted 29 June 2016 - 09:03 AM

View PostMurphy7, on 29 June 2016 - 08:41 AM, said:

Well, complaints about movement categories are valid across most every mech - while I don't want to see Atlases scale Alpine mountain at full speed no issue, the code they have has also yielded the routine "stuck on a pebble" complaint.

I don't want to see this addressed as quirks per se, but I do think light mechs need better acceleration, deceleration, and turning across the board - pretty much anything not a Locust.

I've been taking a Commando out a fair bit and this thing, fully skilled, has a hard time turning to match heavy mechs. Straight line speed is really all some light mechs have going for them, and a light moving a straight line is dead, period.

Ice Ferrets move better than Commando & Spiders across the ground at the same speed? That's not OK.


The movement archetypes for those lights never should have been touched.

#30 DivineEvil

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Posted 29 June 2016 - 09:23 AM

Quote

You mean like when all the weak players wer whinning and crying cuz they said lights wer OP...pot calling the kettle black i think....why have a Olympics why not just have the special Olympics..and all normal ppl will have to have a leg broke to bring them down to weaker standards to play?
This entire thing did not made any sense to me.

Quote

Bottom line 35 ton mechs have dropped from sight in game...all i see anymore are ravens..locust and cheeto's.....35 ton mechs need fixed period.
I disagree. I see all sorts of Lights in game atm, because people now like to explore how different tonnages plays out relative to one another. Before that, there were zero reasons to take anything but a 35-tonner Light, or a Cheetah for its well-balanced combination of Light mech features, while absolutely all other Light mechs were considered a troll-pick.


Quote

A and judging by the way you describe light combat in ur other post i dout you play lights much therefor ur opinion is invalid.
Your judgement is wrong. Not only I play Lights significantly, but I also play Lights competetively in community-driven Leagues, such as MRBC. My RVN-3L has 747,286 XP and my Huginn has 613,583 XP as most played out of 13 Lights I currently run.

#31 Quicksilver Aberration

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Posted 29 June 2016 - 09:30 AM

View PostDivineEvil, on 29 June 2016 - 09:23 AM, said:

My RVN-3L has 747,286 XP and my Huginn has 613,583 XP as most played out of 13 Lights I currently run.

Touting stats of semi-irrelevant lights isn't exactly a good thing, just want to point that out.

#32 Quicksilver Aberration

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Posted 29 June 2016 - 09:33 AM

Somewhat relevant to the whole light balance discussion compared to other chassis, recently SJR had an internal poll on which class has the most trouble doing relevant/effective damage, and while mediums won over lights, I think one of our light pilots TFun90 accurately described the reason why lights are the hardest to be effective with:

TFun90, on 26 June 2016 - 02:21 PM, said:

In an actual close/high skill games, lights. Lower alphas, less cooling, lower ranges, the least margin of error, and the bulk of the objective and noncombat responsibilities.

If it's a steamroll, getting to vulnerable targets faster and the ease of getting angles to shoot from makes up for a lot that, especially if objectives are moot.

Edited by Quicksilver Kalasa, 29 June 2016 - 09:34 AM.


#33 Darian DelFord

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Posted 29 June 2016 - 09:56 AM

View PostQuicksilver Kalasa, on 29 June 2016 - 09:30 AM, said:

Touting stats of semi-irrelevant lights isn't exactly a good thing, just want to point that out.


MUST........ FIGHT........ The........ URGE............

View PostDivineEvil, on 29 June 2016 - 09:23 AM, said:



Your judgement is wrong. Not only I play Lights significantly, but I also play Lights competetively in community-driven Leagues, such as MRBC. My RVN-3L has 747,286 XP and my Huginn has 613,583 XP as most played out of 13 Lights I currently run.


When you hit over a million on most light variants and over 4 million on each of the Jenners., come talk to me.

Edited by Darian DelFord, 29 June 2016 - 09:58 AM.


#34 AmazingOnionMan

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Posted 29 June 2016 - 10:49 AM

Old Wolfhound: Could easily hide behind terrain and friendlies. Tiny CT allowed for highly effective shielding with arms and disposable side torsos. Decent offensive capability. Decent flanker and harasser, decent squirrel-chaser.

New Wolfhound: No longer small enough to be able to easily hide away. Torsos seem to be damage magnets. Can no longer rely on side-shielding to weather an attack. Decent offensive capability. Mediocre mid-range poker.

I've always liked my underdogs, but damn...

#35 A banana in the tailpipe

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Posted 29 June 2016 - 12:02 PM

Spiders got the nerfbat? /bizzaro world

#36 Revis Volek

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Posted 29 June 2016 - 12:25 PM

View PostDivineEvil, on 29 June 2016 - 07:58 AM, said:

Jumpjets are the most efficient on Lights




Wrong


They are most effective on mediums.

#37 Mechteric

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Posted 29 June 2016 - 12:32 PM

View PostRevis Volek, on 29 June 2016 - 12:25 PM, said:

Quote

Jumpjets are the most efficient on Lights


Wrong


They are most effective on mediums.


Wrong


They are most effective on Mechwarrior Living Legends Posted Image

#38 Red Shrike

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Posted 29 June 2016 - 12:35 PM

My Wolfhound is doing just fine.

#39 Revis Volek

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Posted 29 June 2016 - 12:39 PM

View PostCapperDeluxe, on 29 June 2016 - 12:32 PM, said:


Wrong


They are most effective on Mechwarrior Living Legends Posted Image



Touche sir.

View PostRed Shrike, on 29 June 2016 - 12:35 PM, said:

My Wolfhound is doing just fine.



What is your definition of fine?

Edited by Revis Volek, 29 June 2016 - 12:39 PM.


#40 Quicksilver Aberration

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Posted 29 June 2016 - 12:46 PM

View PostRevis Volek, on 29 June 2016 - 12:39 PM, said:

What is your definition of fine?

Considering only one Wolfhound had good potential in a handful of scenarios pre-patch, I can only imagine his definition equating to my "meh" mech rating definition.





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