Drunken Skull, on 12 August 2016 - 09:47 PM, said:
"run around" which is all you guys can do in a kiddie pool sized map. Interception isn't an issue cause you're still thinking you will be in a space the size of a bathtub. Say the convoy is 10 clicks out headed west at 100kph along a highway. You're not getting anywhere near it in time even in medium mechs...
See how this is one simple example of a situation that is beneficial to light mechs but no other classes? It's the sort of PVE that would make light mechs fun. They simply aren't as they are, they have no freedom and no real purpose in a bathtub Deathmatch. You yourselves have admitted how hard you have to work to be "Gud" at piloting them in the current scenario we have now.
Another example, you are tasked with killing an enemy airbase, but you have to get there before all their assets take off and start coming for you. Again, the speed of the light will win the day, larger mechs won't get there in time and will have to contend with being bombed and straffed by all the aerospace that took off whilst being pecked at and hounded by Helicopters and the now alert base defense troop.
These aren't fanciful dreams, they are stock mission examples from MW2 onwards.
You just don't get it, do you?
MWO IS NOT A PVE TT SIMULATOR. This is World of Tanks with 'mechs. Get over it - it's never going to be anything more than that. If this isn't the game you want to play, then I kindly ask you to

because what you're looking for is not here and never will be here.
"Kiddie pool sized map." What do you really want? A 25-minute walking simulator with 4 minutes of combat? Do you really think 70,000+ other people playing this game actually want that? You seem to agree that lights need to be useful in some way - so give them objectives that are so far away that only lights can reach them in time. That is both an incredibly lazy solution and demands a fundamental change in the design philosophy of this game. Also, do you really think that making the maps large enough will prevent lights being
"uber-skill stabbie in tha backie" mechs? No. It would just take longer for the lights to get around the back and do their uber-skill stabbies in the backies. In order to change that behaviour, you'd have to nerf lights, as a whole, into the ground so hard that they can't fight other classes of mech. Is that what you want? Maybe... just maybe.... that kind of made sense in past mechwarrior games where the emphasis was on the
single player campaigns and not to mention the mech models were simpler and easier to produce. But consider how long it takes PGI artists to concept, model, and texture mechs today at the high standard for detail that they consistently maintain... modeling a light mech for release into this game requires the same effort as modelling any other mech in the game from medium to assault. PGI has to make a return on investment. If lights were so mindboggling weak that people only used them when specific mission types
required them to (just like past MW titles), then nobody would be purchasing light mechs and PGI would be losing money on producing them. Light mechs *
must* be viable
*in this game.* If you are convinced that light mechs are overpowered (meaning they are stronger than mediums, heavies, and assaults) in this game, presently,
then for christ's sake, PROVE IT.
Once I get my hands on the L/M/H/A versions of the public quickplay leaderboards in spreadsheet form, I expect to see that the average matchscores and kill rates to be higher for the assaults and for the lights to be the weakest. Mark my words. If I'm wrong about this, then I owe you a very perplexed and thoroughly flummoxed expression on my face. But I can tell you right now, for everything I've ever put into a spreadsheet for this game, I've always seen the lights perform weakest in all possibly measurable metrics. It's a consistent trend that I challenge you to refute with non-anecdotal evidence.
Edited by Tarogato, 13 August 2016 - 11:18 AM.