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Light And Fast Mechs Are Just Too Fragile For General Use

Balance

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#121 TWIAFU

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Posted 21 July 2016 - 06:57 AM

View PostMekwarrior, on 20 July 2016 - 12:12 AM, said:

So I assume from your meme you are against lights being even remotely useful in MWO and think anyone who thinks they should be is wrong?


They ARE useful, your just bad at piloting them.

No offence.

#122 Mekwarrior

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Posted 21 July 2016 - 07:52 AM

More like bad at hiding them behind a rock for the entire game.
And bad at having the boredom tolerance to play a popup rock hiding style of game.

Edited by Mekwarrior, 21 July 2016 - 07:53 AM.


#123 mogs01gt

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Posted 21 July 2016 - 07:55 AM

View PostMekwarrior, on 21 July 2016 - 07:52 AM, said:

More like bad at hiding them behind a rock for the entire game.
And bad at having the boredom tolerance to play a popup rock hiding style of game.

That is how lights are suppose to play...They arent suppose to be able to run through multiple mechs and survive.

Edited by mogs01gt, 21 July 2016 - 08:02 AM.


#124 Baulven

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Posted 21 July 2016 - 07:58 AM

View Postmogs01gt, on 21 July 2016 - 07:55 AM, said:

That is how lights are suppose to play...They are suppose to be able to run through multiple mechs and survive.


Except they arent. They are suppose to be the guerrila warfare of mech fighting.

#125 Mekwarrior

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Posted 21 July 2016 - 08:00 AM

So the speed is only to find another rock to hide behind further away from any sort of gameplay that is happening or to run away from supporting your team if any enemy mechs get anywhere near medium range.

#126 Metus regem

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Posted 21 July 2016 - 08:03 AM

View PostMystere, on 19 July 2016 - 08:53 PM, said:


The problem is those come with terrible payouts.



Tell me about it... if I use my KFX-TOOLBOX, my team will usually win, but it has next to no offensive abilities, and for payouts... it's a joke and a waste of time for me to pilot it. But it is about being a team player, and a force multiplier, and for that it is a very welcomed addition to a team.

#127 mogs01gt

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Posted 21 July 2016 - 08:04 AM

View PostMekwarrior, on 21 July 2016 - 08:00 AM, said:

So the speed is only to find another rock to hide behind further away from any sort of gameplay that is happening or to run away from supporting your team if any enemy mechs get anywhere near medium range.

Exactly. Their speed is there to move from one spot to another. Or its to kill over fast light/lighter mechs. Their speed is NOT there it give them manufactured health.

Edited by mogs01gt, 21 July 2016 - 08:05 AM.


#128 Mekwarrior

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Posted 21 July 2016 - 08:06 AM

They can't even do that anymore because of all the shadow cats around with streaks.

#129 dario03

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Posted 21 July 2016 - 08:11 AM

View Postmogs01gt, on 21 July 2016 - 07:55 AM, said:

That is how lights are suppose to play...They arent suppose to be able to run through multiple mechs and survive.


And they never could against teams with aim or artificial aim via streaks.

#130 Alienized

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Posted 21 July 2016 - 08:12 AM

my commando's are doing well.

#131 Weeny Machine

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Posted 21 July 2016 - 08:13 AM

View Postmogs01gt, on 21 July 2016 - 08:04 AM, said:

Exactly. Their speed is there to move from one spot to another. Or its to kill over fast light/lighter mechs. Their speed is NOT there it give them manufactured health.


The problem is that with all the bloated agility quirks on heavies and assaults the speed of lights gets negated to a large extend. In the end it is questionable if it is worth the sacrifice in structure, armour, firepower, range and heatsinks.

The only thing which speed is handy for is, as you said, quick re-positioning. But honestly, you can do that with a fast medium and have less drawbacks.

Edited by Bush Hopper, 21 July 2016 - 08:18 AM.


#132 The Lost Boy

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Posted 21 July 2016 - 08:21 AM

View PostMekwarrior, on 21 July 2016 - 08:06 AM, said:

They can't even do that anymore because of all the shadow cats around with streaks.


What game are you even playing? Everything youve spouted is just stupid. Lights have a purpose. They are fast. They are killable. They are unforgiving. In the right hands some can be deadly. Your WHOLE viewpoint is flawed beyond description. If you dont see a need for lights dont play em, and then dont go to the targets from a light uav, or use the locks, or the ecm coverage, or the light shooting your target in the back like hes supposed too. But DO go away. The deep outback will suffice.

#133 MadcatX

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Posted 21 July 2016 - 08:28 AM

Sooo... essentially this thread is now one person saying lights are no longer viable and quite a few contradicting that person. Plenty of valuable info to be had here!

#134 Jables McBarty

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Posted 21 July 2016 - 08:29 AM

Anecdotal observation: It seems like the light pilots who say they are still decent tend to be T4/T3, whereas those who think they are borderline non-viable tend to be T2/T1.


View Postdario03, on 21 July 2016 - 01:37 AM, said:

"My heavy/assault twists/turns to slow" was a similar complaint but yet a bunch of those have mobility quirks ontop of their armor/structure and firepower quirks. And all these arguments boil down to one thing, but that thing is balance. I haven't seen anybody ask for anything that would make lights OP. What we want is balance in the game so that it isn't just a race to get the biggest mech. Since despite what people like to claim lights were "intended for", lights are supposed to be viable. Way back in the early days of this game we were told that all weight classes would have a place, it wouldn't just be race to get a Atlas. And since the game is mostly TDM, that means lights need to be combat viable in order to do what they were "intended for". Now this doesn't mean fast lights need the firepower, range, and armor of heavier mechs, since they have speed. But speed alone doesn't mean they need to be much weaker in all other areas. And since a lot of lights used to be smaller and most were already not that good the size increase needs to include a quirk increase. And a quirk increase is needed for any other under performing mech as well. Or you could go and remove quirks from over performing mechs. But mech performance needs to be compared to all mechs, not just mechs of that class. The whole "its to good for a light mech" complaint should have never been listened to.


Dammit Dario, stop making sense!!

#135 Yellonet

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Posted 21 July 2016 - 08:38 AM

View PostMadcatX, on 21 July 2016 - 08:28 AM, said:

Sooo... essentially this thread is now one person saying lights are no longer viable and quite a few contradicting that person. Plenty of valuable info to be had here!

In all other threads about lights it's the other way around, go figure.

#136 MadcatX

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Posted 21 July 2016 - 08:41 AM

View PostYellonet, on 21 July 2016 - 08:38 AM, said:

In all other threads about lights it's the other way around, go figure.


And that's the giveaway, lack of threads actually. There are only 2 as of this posting regarding lights being non-viable and it's essentially the same people in both. When something changes in the game and it's horribly bad, the forum fills up with countless threads about the same darn thing and I do not thing that has changed.

#137 Spleenslitta

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Posted 21 July 2016 - 08:48 AM

View Postadamts01, on 21 July 2016 - 01:42 AM, said:

All that running around means your team is essentially down 1 mech for half the match.

All i can say is this....Read all the 5 first posts inside this link including what's inside the spoilerbuttons. http://mwomercs.com/...-tactics-guide/

If you still doubt what i say try using my M.R.M.A. tactics for at least 30 matches. If you still don't think it works you're either doing it wrong or it's not suited for everyone.

I found these words by InspectorG to be very appropriate way to think of when using light mechs.

View PostInspectorG, on 07 April 2015 - 07:59 PM, said:

BASIC RULES for light piloting
1. If its a fair fight, you messed up.
2. If they saw you, you messed up.
3. If you were the best target and its not late match, you messed up.

That's what all that running about is for....to make certain it's never a fair fight and you do not get seen so much.
It's all in the guide and a lot of the guys posting in my guide thread had good points of their own to add.

It's that plain and simple. If you refuse to read or try the tactics in that guide your word and opinion has no value at all.

Edited by Spleenslitta, 21 July 2016 - 08:49 AM.


#138 dario03

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Posted 21 July 2016 - 08:48 AM

View PostMadcatX, on 21 July 2016 - 08:41 AM, said:


And that's the giveaway, lack of threads actually. There are only 2 as of this posting regarding lights being non-viable and it's essentially the same people in both. When something changes in the game and it's horribly bad, the forum fills up with countless threads about the same darn thing and I do not thing that has changed.


So what you're saying is we need to go bump all the other threads about lights being UP?

I know people who don't even play lights and still think lights have become to under powered and over nerfed. But even if they posted on the forums they probably wouldn't say much in those threads. People tend to be more active in threads that affect them.

Edited by dario03, 21 July 2016 - 08:50 AM.


#139 Bobzilla

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Posted 21 July 2016 - 08:55 AM

Lights are pretty bad.
That's why hardly anyone plays them.
PGI choose to balance all weight classes to one another. Lights are not balanced to the other classes. To say otherwise is complete nonsense.

Now are they more fun to play than other classes? I'd say yeah.

#140 YueFei

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Posted 21 July 2016 - 08:58 AM

View Postmogs01gt, on 21 July 2016 - 08:04 AM, said:

Exactly. Their speed is there to move from one spot to another. Or its to kill over fast light/lighter mechs. Their speed is NOT there it give them manufactured health.


Then how come in the Battletech source game moving quickly makes you less likely to be hit?

If someone can only take 1 punch, but they can dodge so well it takes someone 10 swings to finally connect once, why is that "ungentlemanly" but if you can stand there and take 10 punches but you're so slow you always get hit so that it takes someone 10 swings to bring you down, why is that somehow more "honorable"?





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