Proof That Locust Is Not Op And Pgi Is Full Of It
#1
Posted 16 July 2016 - 06:09 AM
it took a hole team of locusts to kill me NOT ONE!!
A TEAM KILLED ME A TEEEEEEEEAM!!
and locust are T5 mechs SO WHY NERF THEM!!
if you new how to make a game all mechs would be in t3-1
there would not be a t4-5 because all mechs would be balanced
plz stop doing stooped **** PGI love babycakes
#2
Posted 16 July 2016 - 05:43 PM
#3
Posted 16 July 2016 - 05:56 PM
#4
Posted 16 July 2016 - 06:22 PM
but you know, what ever. My 3s wannabe oxide locust is gonna makes some "changes" to anything it finds in-game should they not catch it first. Especially if it has a pgi emblem whether it's pgi or ngng.
maybe because of skewed results like this pgi decides MUST NERF. When in reality this just means nobody caught it first and the team was reliable on my side, in SOLO-QUEUE QUICKPLAY under rngesus.
Edited by Cybrid 0x0t2md2w, 16 July 2016 - 06:27 PM.
#5
Posted 16 July 2016 - 06:26 PM
#6
Posted 16 July 2016 - 08:28 PM
Tarl Cabot, on 16 July 2016 - 06:26 PM, said:
Perhaps, but then again the AC/20 likes to change size depending on what 'Mech you stick it on, so...meh.
#7
Posted 16 July 2016 - 10:05 PM
why nerf them
PGI dose some stooped **** most of the time
i don't get there idea processes :/
#8
Posted 16 July 2016 - 10:53 PM
Yeonne Greene, on 16 July 2016 - 08:28 PM, said:
Perhaps, but then again the AC/20 likes to change size depending on what 'Mech you stick it on, so...meh.
Funny, that reminds me of how laser casings in the Mist Lynx are 3 times as bigger as the Hunchback's for example.
Oh look, another instance of PGI giving the finger to light pilots!
#9
Posted 16 July 2016 - 10:59 PM
#10
Posted 16 July 2016 - 11:11 PM
#11
Posted 17 July 2016 - 01:35 AM
so how bad of a player at PGI dose one have to be to want to nerf locusts ?
#12
Posted 17 July 2016 - 02:58 AM
#13
Posted 17 July 2016 - 09:20 AM
Requiemking, on 16 July 2016 - 11:11 PM, said:
I think the best troll 'Mech is still a Spider 5V. With a STD engine.
#14
Posted 17 July 2016 - 09:32 AM
#15
Posted 17 July 2016 - 10:26 AM
#16
Posted 17 July 2016 - 10:45 AM
1) PGI chose lasers to have a beam duration. With the speed of most lights it is impossible to keep lasers on them for any significant time and therefore they have armour that appears to be extremely tanky. Clan missiles and ballistics are stream so very few actually hit before the light gets under cover.
2) PGI has included Acceleration/Deceleration and turn rate quirks on many light mechs and therefore they have physic breaking start and stop times and turn. It is nearly impossible to hit if they are not stationary or running in a direct line - you have to guess.
3) Hitboxes have always been a problem with some light mechs. If it was just a matter of light mechs being fast to make pilots miss them then that would be one thing (see above), but when shut down mechs absorb damage like assaults then they either have messed up hitboxes, or pilots are taking advantage of lag and speed to prevent proper damage from registering.
4) Some lights can carry too many weapons and have weapon overquirks that make lights too powerful for their weight.
The fact that lights feel comfortable brawling despite a single life is evidence. Also the fact that a light can run thru an enemy team without much fear is also evidence. You would never see a light survive that in MW4, but then in MW4 most games with respawn so they didn't care as they would have another life waiting. To be so reckless in a light with a single life in MWO is evidence there is a problem.
My suggestions are to reduce beam durations even further, reduce or eliminate acc/dec/turn quirks from light mechs, and create a respawn game mode so lights can still do what they are doing now. Or, simply reward lights for doing other things like scouting and spotting.
#17
Posted 17 July 2016 - 03:26 PM
BabyCakes666, on 16 July 2016 - 05:43 PM, said:
I thought the ridiculous laser quirks on the one variant needed it (LPL machine gun anyone?) but I think it still needed to keep a less powerful version of that quirk.
The locusts die ridiculously easy still and I can't facepalm hard enough seeing them nerf locusts.
#18
Posted 17 July 2016 - 03:35 PM
PraetorGix, on 16 July 2016 - 10:53 PM, said:
Funny, that reminds me of how laser casings in the Mist Lynx are 3 times as bigger as the Hunchback's for example.
Oh look, another instance of PGI giving the finger to light pilots!
Smaller laser boxes won't help the MLX much. Needs arm armor.
#19
Posted 17 July 2016 - 03:39 PM
Yeonne Greene, on 17 July 2016 - 03:35 PM, said:
While I disagree about smaller geometry not having an impact (it seriously does), even if we ignore the level of impact I think that it just looks more aesthetically pleasing for the weapon boxes to be sized similarly to the weapons inside of them. Having a gigantic empty box that dwarfs the size of the laser nub stuck to it looks a tad cartoonish to me.
#20
Posted 17 July 2016 - 03:55 PM
Because Players were able to play any mech they wanted - in order to get players to play light mechs; they couldn't be "inferior" to Assaults. It's nonsense - Light mechs should be scouts at most, or fodder if things go poorly.
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