Kaeb Odellas, on 22 July 2016 - 06:34 PM, said:
No one said anything about a light outgunning a heavier mech. Heavies do and should outgun lights.
Lights should be able to effectively harass heavier enemies by using their speed, agility, and small size to avoid damage while dealing respectable damage of their own. Many lights lost agility and gained in size, making them much easier to hit, Most of them weren't overpowered by any means, and some of them were severely underpowered to begin with. None of them were given anything to compensate.
The problem is that the speed of light mechs is to a large extend negated by the agility of heavies and assaults. Check some of the bloated agility quirks on heavies and you see why it is the most popular class. However, even assaults turn quite fast. A KC can shoot in their rear firing arc in about 1,5 sec.
When a class sacrifices armour, structure, firepower and heat dissipation ability for speed and this is negated mostly, then you know that something is wrong.
Also, lights are less agile than many mechs of heavier classes. Just check the quirks. A light has mostly between 0-15% (mostly near zero) whereas a lot of heavies have 25-45%. Then look at the Viper. A medium mech which has 2 or 3 times the agilitys quirks of a light. Sure, it has similar firepower but let's do not forget that a. it is a medium and b. the huge gap in percentage.
Something is very wrong in the game's system.
You can also see it when you look at the queue length. Players usually gravitate to the class or hero or whatever which is the easiest to play / the most powerful. Lights are, events or not, the class with the lowest % whereas heavies dominate
Edit: Just check out how many lights are in your matches. You will find usually 1-2 light mechs. Anyone who then thinks that the class isn't having problem can't be helped anymore
Darian DelFord, on 22 July 2016 - 07:12 PM, said:
Until he gets within range of a heavy or an assault who knows how to aim and takes out his CT.
There is a reason he runs when any medium or up turns on him.... I know I do the same thing when I play the build he is using right now.
One of the major problems with lights and Jenners... is the re-scale put a large damper on knife fighting.... I have been trying it in my D for the last several days.......... Its almost a lost cause.
Knife-fighting is basically dead. The only light which still can somewhat do it is the ACH because of its ECM. Try that with a Wolfhound or Jenner and you ask for trouble
Trauglodyte, on 22 July 2016 - 07:18 PM, said:
How do you define "viable"? Answering this, individually, will indicate whether what you're actually wanting is balance or complete and total BS.
Currently, the game is about damage. Every mech in the game can deal damage. What most Light ******** are asking for is either the ability to deal more damage or a change so that they take less damage. Sizes of mechs have been balanced out, deal with that and leave the argument alone. At this point, more needs to be added to the game for mechs to accomplish outside of damage and kills. Once that is added to the game, this conversation can be expanded upon. Until that happens, and I keep repeating myself because people don't freaking listen, the onus is on the player base to adapt. Lights don't NEED to rush to the front or go wide around the enemy formation and try to solo rambo slow assaults. Doing that, these days, makes you a freaking bad Light jockey. If you (not you Alistaire) don't understand that, you're bad.
I doubt many will disagree here. However, if you read closely, people complain about the lack of viable combat roles. Scouting and spotting is a joke in this TDM dominated game. Of course people are asking then either to deal more damage or take less so they can be useful in TDM.
And honestly....do you REALLY think that PGI can incorporate a meaningful way or role for lights at this stage. I don't want to be a doomsayer but their work is lacking mostly or just focused to milk some more cash out of the players *cough* decals *cough* caches *cough*
El Bandito, on 22 July 2016 - 07:32 PM, said:
I play pug matches with my 182 meters optimum range CSPL Nova and my 270 meters max range CSRM6 HBK-IIC-B. And they are pretty damn slow compared to Jenners. I am not complaining cause I know when to engage, and when not to. And if the map is favored towards long range, then that's my own fault for bringing in a brawler--I either bide my time or coordinate a push, then benefit from the chaos that ensues.
I also love to play a Nova with SPLs. However, there is a hell of a difference to play it compared to lights. Your firepower up close is extreme. If you succeed in getting a good position, the target is usually dead. A light doesn't have that firepower and not the heat dissipation to cream a heavy in that short time.
That's why I often play meds these days and not lights btw.
Edited by Bush Hopper, 22 July 2016 - 11:10 PM.