operatorZ, on 21 July 2016 - 11:42 AM, said:
First thing, forget what Russ says. It's not reality.
By revamp the whole system I mean they would have to change the underlying premise of the entire weapons, weight, armor and engine relationship. As it stands lighter means less armor, less weapons. These quirks are all about giving mechs more of something. Structure buffs give a mech more armour essentially, weapon buffs essentially give a mech more weapons. But the whole system is locked into a weight = more dynamic. Many people feel that lights are asking to be quirked to levels where they compete on a similar damage and kill level as other mechs. The problem is to do that would make lights way OP because they are in fact smaller and faster.
Other games such as WOT and WOW have these kind of dynamics and the very same arguments go on in thier forums. The exact same arguments.
This particular argument has been going on since I joined, the exact argument, even the same people arguing.
Do I agree that light mechs are subpar for most players ability to deal similar damage as a heavy? Yes, Hell Yes.
But it's beyond ridiculous for people piloting a smaller, lighter, less weapons mech to expect to achieve similar damage stats to a heavy. It's not how the game is set up. The very premise of the entire franchise is based on heavier = more.
I have no problem with bonusing light payouts for scores that are above average for their class, PGI should do this. A light that gets 250 damage a game should be treated like a heavy that gets 400 damage score wise. I see no reason not to do this.
If lights as a class where to be made as combat viable as other mechs they would have to be a similar size as heavies to account for their current advantage. They would either have to sacrifice speed or firepower, otherwise that would be an advantage. Then give all mechs the same hit points with the only trade offs being speed and firepower. This in no way sounds like a game I want to play, because now it's essentially COD with robots.
In essence the changes that could be made "in system" would make lights very much like mediums. So why have different classes at all.
Have lights ever been balanced? Please somebody tell me a time or a change that would make them balanced? and what balance are we going for? Damage? Points? C bills? Kills? Over the last 2 years many changes have occurred to balance that effects lights and even after all that the same complaints arise. the reason is that you can't balance something that at its very core is an unbalanced system.
I'm tired of this endless griping on both sides. All I can say is if lights aren't fun for you....stop playing them. Because expecting lights to be as combat viable, on average, as heavier mechs is fool's errand. You are arguing against the very game mechanics. It's not happening.
I don't play lights hardly at all, they are not fun to me, they take wayyyy more concentration than I am willing to put forward for this game. They are harder than heavies. Does that mean I shouldn't be allowed to voice my opinion? I am sure I will hear just that.
I don't have a problem with lights, they kill me I kill them, but I am sure I will be written off as just a "fatty" pilot.
Lot going on here. I'll break down my responses....
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Many people feel that lights are asking to be quirked to levels where they compete on a similar damage and kill level as other mechs. The problem is to do that would make lights way OP because they are in fact smaller and faster.
I have to fundamentally disagree with this assertion. If in a game focused around TDR, and therefore around damage or kills, all 'mechs achieve the same average damage, then none are OP. If some are super-fast glass cannons BB guns while others are lumbering bunkers, that's fine. You have different playstyles, and there is balance.
On a very basic level, this is what we as light pilots take offense to--
the concept that a well-performing light is inherently OP.
And I want to note that lights don't need to post high damage--just lots of effective damage, which is usually damage to legs or rear torsos. Yet any time an assault or heavy gets cored out in the back by a light, they come to the forums to cry, and PGI listens to them.
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But it's beyond ridiculous for people piloting a smaller, lighter, less weapons mech to expect to achieve similar damage stats to a heavy. It's not how the game is set up. The very premise of the entire franchise is based on heavier = more.
But it's not. More tonnage does not always equal more. It means more armor, more HS, more ammo, more equipmonk, and more weapons, but it also means lower speeds, and (theoretically) lower agility. However because so many heavy and assault (and also medium) 'mechs have agility quirks, lights are losing on agility. This can be remedied by nerfing heavy agility or buffing light agility.
I'm not necessarily asking for weapons or structure/armor buffs, as you are right, it blurs the lines between the chassis. But the one thing that the light class should excel at is given away for free to all other classes. We end up with a superstar agility 'mech--the Locust--and it's immediately nerfed because people can't hit it--but THAT'S THE POINT.
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If lights as a class where to be made as combat viable as other mechs they would have to be a similar size as heavies to account for their current advantage. They would either have to sacrifice speed or firepower, otherwise that would be an advantage. Then give all mechs the same hit points with the only trade offs being speed and firepower. This in no way sounds like a game I want to play, because now it's essentially COD with robots.
Again, I have to fundamentally disagree with you on this. We can have a combat-viable, small, lightly armed, lightly armored, but incredibly fast and agile 'mech that is combat-viable. Maybe it's because I had been playing MOBAs for a while before I came back to the MechWarrior franchise, but balance doesn't mean equivalence. Not everything needs the same hit points and damage output to have a niche.
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I don't play lights hardly at all, they are not fun to me, they take wayyyy more concentration than I am willing to put forward for this game. They are harder than heavies. Does that mean I shouldn't be allowed to voice my opinion? I am sure I will hear just that.
I don't have a problem with lights, they kill me I kill them, but I am sure I will be written off as just a "fatty" pilot.
Well, to be fair, you are. But here's the shocker: So am I. My most-played chassis is the HGN-IIC (across all variants). I learned on lights, and I own the most lights, and probably have more matches in the light class than any other. But I've also learned the assault and heavy classes, and am slowly stubbing my toes on the mediums.
But the difference between fatty pilots like you and me, and other fatty pilots is that we "don't have a problem with lights, they kill me and I kill them," whereas there is a very vocal segment of the fatty community that does have a problem with them, and believes the killing relationship should only go one way.
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Have lights ever been balanced? Please somebody tell me a time or a change that would make them balanced? and what balance are we going for? Damage? Points? C bills? Kills? Over the last 2 years many changes have occurred to balance that effects lights and even after all that the same complaints arise. the reason is that you can't balance something that at its very core is an unbalanced system.
Honestly, I started in December 2015, started with Jenners, and didn't think anything of balance back then. I went for lights because they were "hard-mode" and because they were 5% of the queue. I went from Jenners to Locusts, picked up Cheeters for FW, got into Urbies and Spiders and an MLX. So I've run the gamut from the Oxide (which I initially detested due to its lack of JJ...I still prefer my JR7-D) to the NARCer Myth Lynx. And I had no real complaints about balance, even though I know fatties thought the Oxide was OP. Which was not a discussion I ever really engaged in either way.
But the rescale--which I agree with in principle--changed everything, and I'd like to see things get back to where they were prerescale in terms of balance.
ADDENDUM: I couldn't post this due to downtime, so I did an Excel dump and quickly analyzed my chassis/class play-time.
By Class:
A 696
H 658
M 435
L 1280
Most-played chassis:
HGN-IIC (427)
JR7 (256)
LCT (233)
MDD(231)
JR7-IIC (214)
HBK-IIC (210)
EDIT: Cleaned up some formatting to save on space.
Edited by Jables McBarty, 21 July 2016 - 02:26 PM.