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Arctic Cheetah "broken To The Point Where Using One Is An Exploit" And "king Of The Light Mechs"?


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#421 JohnnyWayne

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Posted 15 August 2016 - 04:05 PM

You initially say it should be balanced for idiots, which is wrong. I agree with your posts ending statement though.

You either invest in this game by learning it, or you are good at it anyways. You don't balance a game for people that are too new or... simple.... to play it and create problems where none are. Seems like these folks gather around russ's twitter account. Maybe people that are alike? We might never know :3.

I have never said the "very top" (something people tend to assume quite fast in this game, I forgot. I havn't played since christmas as I am bored to death by the games current state. Im in the forums every once in a while to see how it goes however). I said for everyone that has certain experience or understands the game by being a fast learner.

Just being Tier 1 makes one by no means "top level".

Edited by JohnnyWayne, 15 August 2016 - 04:09 PM.


#422 SlightlyMobileTurret

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Posted 15 August 2016 - 04:11 PM

View PostGas Guzzler, on 15 August 2016 - 08:03 AM, said:




Hmmm..

Bonus for making the first "Light mechs are unrealistic" claim:


The amount of rekt in this post gives me intense satisfaction.

#423 Sigilum Sanctum

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Posted 15 August 2016 - 04:33 PM

Is this carnival sideshow of a thread still going on? 22 pages?

#424 SlightlyMobileTurret

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Posted 15 August 2016 - 04:44 PM

I would like to remind you Bishop's "KDK-3 please just get the inevitable nerf out of the way" thread stretched to 51 pages.

#425 Drunken Skull

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Posted 15 August 2016 - 06:42 PM

View PostKeshav Murali, on 15 August 2016 - 04:11 PM, said:


The amount of rekt in this post gives me intense satisfaction.

Skidding rule has been completely ignored, and Rough terrain/water rules have been completely ignored. You can run flat-tac anywhere and on/through anything as if it was level flat metallic surface, and as if your mech had magnetic booties on.

Got forbid it be slightly more fair for the Assault pilot, you might not be able to run round him in tight little circles at 150kph without falling on your *** and completely wrecking yourselves otherwise...

https://community.ba...9/comments/9959

Quote KalRyan;
I once saw a Firemoth make a 17 hex run and try to turn on pavement. He didn't make his roll and then skidded another 4 hexes to crash into a building. 21 hexes of movement translated into impact damage, there wasn't much left of that Firemoth. I think we salvaged an arm.

Edited by Drunken Skull, 15 August 2016 - 06:56 PM.


#426 Battlemaster56

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Posted 15 August 2016 - 07:07 PM

View PostDrunken Skull, on 15 August 2016 - 06:42 PM, said:

Skidding rule has been completely ignored, and Rough terrain/water rules have been completely ignored. You can run flat-tac anywhere and on/through anything as if it was level flat metallic surface, and as if your mech had magnetic booties on.

Got forbid it be slightly more fair for the Assault pilot, you might not be able to run round him in tight little circles at 150kph without falling on your *** and completely wrecking yourselves otherwise...

https://community.ba...9/comments/9959

Quote KalRyan;
I once saw a Firemoth make a 17 hex run and try to turn on pavement. He didn't make his roll and then skidded another 4 hexes to crash into a building. 21 hexes of movement translated into impact damage, there wasn't much left of that Firemoth. I think we salvaged an arm.

So basically you want a RNG for lights on terrain that run circles around your assault, and when they do it be easier for you to hit them is pretty much you saying.
What about other fast moving mechs like the cicada, ferret, and viper they are consider pseudo-lights to the community since they play very similar you want a RNG for them when circle around you.

If you have hard times hitting lights I suggest gitting gud I learned it the hard way many times when a light attacks me hell I can keep my self safe with my ebj with 2 erll 2erppc and 4erml anytime.

#427 FupDup

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Posted 15 August 2016 - 07:09 PM

View PostDrunken Skull, on 15 August 2016 - 06:42 PM, said:

Skidding rule has been completely ignored, and Rough terrain/water rules have been completely ignored. You can run flat-tac anywhere and on/through anything as if it was level flat metallic surface, and as if your mech had magnetic booties on.

Got forbid it be slightly more fair for the Assault pilot, you might not be able to run round him in tight little circles at 150kph without falling on your *** and completely wrecking yourselves otherwise...

Sure, you can add all of that...

...As soon as you also add a mechanic for assault mechs sinking into the dirt because of the force that their feet exert onto the ground over a small surface area.

Or how about having bridges break from underneath your Atlas for the same reason?

Or having the Stalker mech not able to stand up at all.

Or basically just removing all mechs from the game and turning it into World of Tanks.

#428 Drunken Skull

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Posted 15 August 2016 - 07:36 PM

View PostBattlemaster56, on 15 August 2016 - 07:07 PM, said:

So basically you want a RNG for lights on terrain that run circles around your assault, and when they do it be easier for you to hit them is pretty much you saying.
What about other fast moving mechs like the cicada, ferret, and viper they are consider pseudo-lights to the community since they play very similar you want a RNG for them when circle around you.

If you have hard times hitting lights I suggest gitting gud I learned it the hard way many times when a light attacks me hell I can keep my self safe with my ebj with 2 erll 2erppc and 4erml anytime.
Those Btech rules affect all mechs, but would DRASTICALLY effect the Light mech's ability to be a complete tool and get away with it scott free.

I have no trouble making light mech's pop whatsoever.

But I do see a situation here where an Assault mech can be hampered beyond the point it can even retaliate against a single light mech, let alone a wolf pack. The light mech is speed tanking at 150kph unhindered, the Assault mech has slowest movement and aiming in the game, exacerbating the effect of the speed tank, throw in some high ping, a pinch of Lag and warping for seasoning, and its a perfect Disaster Sou flee for the Assault. When High ping and warping is involved it truly has moved into the realm of "exploit". Some Skidding and Rough Terrain modifiers would be the perfect thing to "tone it down" a little, just saying.

Edited by Drunken Skull, 15 August 2016 - 07:43 PM.


#429 FupDup

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Posted 15 August 2016 - 07:37 PM

View PostDrunken Skull, on 15 August 2016 - 07:36 PM, said:

I have no trouble making light mech's pop whatsoever.

From your persistence in this thread, I have a hard time believing that.

#430 Andi Nagasia

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Posted 15 August 2016 - 07:40 PM

@Drunken Skull,
you keep bringing up TT Rules, let me ask you this,
do you think people should have the MASC RNG system from TT in MWO, instead of what we have now?

#431 Y E O N N E

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Posted 15 August 2016 - 07:50 PM

View Postpyrocomp, on 15 August 2016 - 09:55 AM, said:

To correct a bit, 'gamma laser', while having an existing term and being strongly wanted, does not exist in the reality for warious reasons. Absorption... Erm. If we talk of low energy gamma rays, then we talk about hundred meters in the air, higher energy gamma rays have free path of kilometers. So standing next to ther gamma ray source is strongly not advised. The what distance do is reducing you angular size from gamma rays source view point (back-proportionally to the R^2), thus lowering the dosage. The gama rays absorption in the air is negligible in practice. You might've mistken them with alpha rays that have a meter or two travel distance in the air and can be stopped by a paper list (while being tremendeously more dangerous is ingested or inhaled or just getting on skin).


I am not confusing my radiation types here, and you are being disingenuous about what is, at a high level, a correct statement. Negligible in air? 500 keV only goes about 62 m before it has lost half its intensity. Are you expecting LGRB energy levels out of crappy third-hand BattleTech equipment? Please. Gamma radiation is absorbed by matter, and the various attenuating effects you will encounter in the atmosphere as a result of that absorption (Compton scattering, pair-production among them) will make it less than economical to maintain a coherent beam. Yes, you can get around these attenuating effects by increasing the energy level, but that is neither a unique characteristic to gamma radiation nor is it something truly feasible because you start running into logistical issues in providing enough power to get a good-enough punch at the range you want. It is inefficient.

In addition, what you get in trying to deploy a high-energy gamma ray laser in atmosphere is a weapon that irradiates everything around you either directly or through secondary effects. Now, in context of the story, I believe radiation effects are the reason nuclear weapons are frowned upon in general and actually banned by the Ares conventions. With that in mind...large lasers as described would also be illegal even if they were capable of punching holes in armor at reasonable distances, since their use would render large areas uninhabitable.

Quote

As to transmutations of materials under X-rays... Well, thats not true and cannot be true. You can degrade organic materials, but won't be able to convert elements (so alloys stay as they are). And gamma rays just degrade material faster. And rarely cause nuclear fission reactions and definately do not cause fusion. The reason they are not built is that there is no known elements with metastable energy levels and no known 'mirrors' to create a stable gamma field. Probably, this problem is even physically unsolvable, but cannot guarantee that.


What you think x-rays can do depends entirely on how and where you place the differentiator between x-ray and gamma radiation, which from my understanding is a very fuzzy area with considerable overlap. =/

Extremely high energy gamma rays also may produce photo-disintegration effects, which is not quite the same as producing fission. In both cases, though, you do end up with new materials; this is not merely "degrading the material faster," it is potentially changing its chemical composition.

#432 Battlemaster56

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Posted 15 August 2016 - 08:13 PM

View PostDrunken Skull, on 15 August 2016 - 07:36 PM, said:

Those Btech rules affect all mechs, but would DRASTICALLY effect the Light mech's ability to be a complete tool and get away with it scott free.

I have no trouble making light mech's pop whatsoever.

But I do see a situation here where an Assault mech can be hampered beyond the point it can even retaliate against a single light mech, let alone a wolf pack. The light mech is speed tanking at 150kph unhindered, the Assault mech has slowest movement and aiming in the game, exacerbating the effect of the speed tank, throw in some high ping, a pinch of Lag and warping for seasoning, and its a perfect Disaster Sou flee for the Assault. When High ping and warping is involved it truly has moved into the realm of "exploit". Some Skidding and Rough Terrain modifiers would be the perfect thing to "tone it down" a little, just saying.

I really doubt you can pop a with a watergun so far from reading what you be typing but ah I tell yal something this skidding and rough terrain modifiers will not go well as it won't be hurting just lights but pseudo-lights as I mention earlier and they require the same mindset as a light but with more caution.

Also lag armor, warping.... really most that stuff don't happen much warping maybe here there but most time a light even attempts to run right through anyone they lose alot of leg armor and make it easier for others to leg it and their no real exploit it just terribads refusing to better themselves.

And as a final note, ah hate seeing lights get constantly nerf as they are my favorite class to play when I'm bored with my Timberwolves, as they truly test my skill, and with the rescale turning 35 tonners into the sizes of 40 tonners it give me more reason to play as I love a challenge no matter how frustration it gets.

#433 Drunken Skull

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Posted 15 August 2016 - 08:14 PM

View PostAndi Nagasia, on 15 August 2016 - 07:40 PM, said:

@Drunken Skull,
you keep bringing up TT Rules, let me ask you this,
do you think people should have the MASC RNG system from TT in MWO, instead of what we have now?


I can't speak for MWO in regards to how MASC operates, as I don't own a single mech that has MASC, and haven't had a chance to mess around with it yet.

However, looking at the TT rule implementation for MASC, it penalizes the commander for over-use. While having one unit paralyzed for the rest of the match may not be detrimental for a mech commander, it is however detrimental to the game of the individual pilot. Since MWO is designed for the pilot and not the commander, a different interpretation of that rule is required, that penalizes the pilot for over-use, but isn't necessarily going to be detrimental to the gameplay of said pilot.

Edited by Drunken Skull, 15 August 2016 - 09:15 PM.


#434 Besh

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Posted 15 August 2016 - 10:14 PM

View PostDrunken Skull, on 15 August 2016 - 07:36 PM, said:

Those Btech rules affect all mechs, but would DRASTICALLY effect the Light mech's ability to be a complete tool and get away with it scott free.

I have no trouble making light mech's pop whatsoever.

But I do see a situation here where an Assault mech can be hampered beyond the point it can even retaliate against a single light mech, let alone a wolf pack. The light mech is speed tanking at 150kph unhindered, the Assault mech has slowest movement and aiming in the game, exacerbating the effect of the speed tank, throw in some high ping, a pinch of Lag and warping for seasoning, and its a perfect Disaster Sou flee for the Assault. When High ping and warping is involved it truly has moved into the realm of "exploit". Some Skidding and Rough Terrain modifiers would be the perfect thing to "tone it down" a little, just saying.


ProTIP to prevent fast Lights from Circle strafing around your so badly-handicapped-against-them Assaults : Put your Back against a Wall, or Building, or Hill .

But seriously...the complaints you have brought up against Lights have been chewed through 100 and then some times . They have led to enormous nerfing of the ENTIRE CLASS over time. Lights as they are now are ALREADY Hard mode...to the point where most people dont even want to play them . What do you want ? Keep on your Crusade and make the entire Class worthless/unplayable in MW:O ?

Fast moving Lights are NOT hard to deal with . They are hard to play . Mostly because the fastest ones pop if someone so much as looks at them . I mean FFS, my LCT losses Leg Armor Points if I run too fast over a BUMP in the Ground !

There are many easy and effective counters against those fast moving Lights . For the Sake of the Game, please stop your ramblings about Real Life Physics, TT Rules etc. already, and learn to play, learn to aim, get some skill and GIT GUD ! if you have Problems dealing with fast moving Lights in your Assaults .

Or, take on my little Challenge : Play 100 Games in a Cheetah . Have a good look at your avg. Dmg. done, total Kills, total Deaths, W/L and K/D after that . Also, keep Track of how many CBills you earned ( compared to what you might be able to make in an Assault in 100 games ) . THEN come back and talk about Cheetah's, or Light's in general, performance in MW:O .

Edited by Besh, 15 August 2016 - 10:21 PM.


#435 pyrocomp

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Posted 16 August 2016 - 06:39 AM

View PostYeonne Greene, on 15 August 2016 - 07:50 PM, said:


I am not confusing my radiation types here, and you are being disingenuous about what is, at a high level, a correct statement. Negligible in air? 500 keV only goes about 62 m before it has lost half its intensity. Are you expecting LGRB energy levels out of crappy third-hand BattleTech equipment? Please. Gamma radiation is absorbed by matter, and the various attenuating effects you will encounter in the atmosphere as a result of that absorption (Compton scattering, pair-production among them) will make it less than economical to maintain a coherent beam. Yes, you can get around these attenuating effects by increasing the energy level, but that is neither a unique characteristic to gamma radiation nor is it something truly feasible because you start running into logistical issues in providing enough power to get a good-enough punch at the range you want. It is inefficient.

In addition, what you get in trying to deploy a high-energy gamma ray laser in atmosphere is a weapon that irradiates everything around you either directly or through secondary effects. Now, in context of the story, I believe radiation effects are the reason nuclear weapons are frowned upon in general and actually banned by the Ares conventions. With that in mind...large lasers as described would also be illegal even if they were capable of punching holes in armor at reasonable distances, since their use would render large areas uninhabitable.

What you think x-rays can do depends entirely on how and where you place the differentiator between x-ray and gamma radiation, which from my understanding is a very fuzzy area with considerable overlap. =/

Extremely high energy gamma rays also may produce photo-disintegration effects, which is not quite the same as producing fission. In both cases, though, you do end up with new materials; this is not merely "degrading the material faster," it is potentially changing its chemical composition.

I'm not sure that getting into the details here (on a game forum) is reasonable but.
The statements were made around 'gamma lasers' (ok, gasers actually to keep that abbreviation correct). Those, theoretically, function using heavy nuclei (both for more levels and more options to get to high exitation metastable states via small steps), but anyway, theoretical upper limit on gammas produces in Mössbauer-type (long life times of isomers) gaser is 150 keV (making those X-rays). And this won't work anyway as emission line anyway will be too wide.

The schemes with shot life times (as in classical lasers) suffer from same wide emission lines and lack of reflection materials or means to produce boot flash. But those schemes in therory allowed to get really high in energies, however no way of creating those were found as not a single nuclei (lighter than uranium that is) does have needed properties (even Hf, that was speculated the most). So they remain as pure speculation and are frowned upon by scientific community when are brought up.

Anyway, working schemes has energies below e+e- pair production and this energies are lower than typical distance between the nitrogen and oxygen g.s. and first exitation level (and you do not have many not g.s. nuclei in natural conditions), thus those gammas are not absorbed (so no photodisintegration). You need 20-25 MeV for this to matter. And the lower limit for photodisintegration is considered to be around 10 MeV (pure absorption with variations after). So, again, it is not quite correct to attribute X-rays and low energy gamma rays direct photodisintegration properties. Effects of gamma-rays absorption and following nuclei decay can be discussed, but the natural radiation background will do you no less. If you keep gamma beam on a target for a few month, then, yes, there will be consequences. But even after constant direct irradiation for few years materials have degraded structure, but not so much changes chemical composition (there was an experiment on ISS to check exactly that). So, while potentially a gamma quant with energy enough for nuclei changing its charge (especially in neutron abundant on neutron starved nuclei) the probabilities are way to low. Really, this even falls beyond scope of space electronics development as pure structural degradation is many orders more violent in its effects.

Yes, we keep to what a theoretical gamma laser functioning in real world can do. The fluff however can have the LL to be 1 PeV gamma laser and nothing stops them from declairing that.

As to radiation effects in air. Let's say it so. While strict rules require gamma sources to be stored in Pb reinforced vault the lab reality is that the gamma sources (Sr-133, I-131, Co-60 etc. with gammas up to 5 MeV) are stored on the table behind the wall of Pb bricks. And this goes for decades without triggering any radiation contamination alert (as when the alpha source was accidentially spilled by a student). Really, Compton scattering and other effects have their place, but the cross-section is low.

As to Ares convention... You know, a dense short laser pulse hitting a metal surface do produce high energy electrons and strong x-rays thus making shileding required on heavy industrial laser cutters. What LPL would produce I'd prefer not to get into. Too many fluff variables.

So, again, I would correct to that the scattering and absorption are different mechanisms. And for X-rays and low energy gammas the scattering is the main process of beam intensity and coherency loss.

Edited by pyrocomp, 16 August 2016 - 06:42 AM.


#436 Quicksilver Aberration

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Posted 16 August 2016 - 07:00 AM

View PostBesh, on 15 August 2016 - 10:14 PM, said:

ProTIP to prevent fast Lights from Circle strafing around your so badly-handicapped-against-them Assaults : Put your Back against a Wall, or Building, or Hill .

Honestly that isn't the best protip, the best one is to just learn how to counter-turn/twist to never give your back for an extended period and give you enough shots to at least maim the light depending on your aim and weapons (long range lasers are the least effective at this).

#437 Darian DelFord

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Posted 16 August 2016 - 07:07 AM

Darian's Now Standard Response to any Light Mech is Overpowered Thread


Learn to Play , Learn to Aim, Get Some Skill, and Git Gud!!

#438 Besh

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Posted 16 August 2016 - 08:20 AM

View PostQuicksilver Kalasa, on 16 August 2016 - 07:00 AM, said:

Honestly that isn't the best protip, the best one is to just learn how to counter-turn/twist to never give your back for an extended period and give you enough shots to at least maim the light depending on your aim and weapons (long range lasers are the least effective at this).


Didnt claim it to be THE best ProTIP...

Some people in some Assaults - esp. when not skilled/fully skilled Variant - will have Problems doing/maintaining countertwisting against a good Light Pilot .

Also please note how I specifically wrote "..prevent fast Lights from Circle Strafing..." .

Quite literally, they can not circle strafe if you are backing up against cover which gives them no circular Route around you XD . The twisting/counter turning/not giving your back may be a good counter if possible/capable of doing it...but does not prevent circle strafing from happening .

From own experience, I can tell you that with sufficient experience and practive, one CAN find the moments where the enemy Mech's countertwisting is out of whack, stop and get a backshot off . It IS risky everytime - since you need to stop lest you possibly move yourself into his firing Arc - but it IS possible . Sometimes . Against SOME Assaults/Heavies . And Pilots I guess .

Also this

View PostDarian DelFord, on 16 August 2016 - 07:07 AM, said:

Darian's Now Standard Response to any Light Mech is Overpowered Thread


Learn to Play , Learn to Aim, Get Some Skill, and Git Gud!!


+1 . Hope you dont mind me stealing that Phrase whenever appropriate .

Edited by Besh, 16 August 2016 - 08:32 AM.


#439 dervishx5

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Posted 16 August 2016 - 08:23 AM

View PostDarian DelFord, on 16 August 2016 - 07:07 AM, said:

Darian's Now Standard Response to any Light Mech is Overpowered Thread


Learn to Play , Learn to Aim, Get Some Skill, and Git Gud!!


Unfortunately we live in a society that faults the lack of success not with the individual, but with society itself.

Edited by dervishx5, 16 August 2016 - 08:24 AM.


#440 Sigilum Sanctum

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Posted 16 August 2016 - 08:28 AM

View PostBesh, on 16 August 2016 - 08:20 AM, said:


Some people in some Assaults - esp. when not skilled/fully skilled Variant - will have Problems doing/maintaining that against a good Light Pilot .

Also please note how I specifically wrote "..prevent fast Lights from Circle Strafing..." .

Quite literally, they can not circle strafe if you are backing up against cover which gives them no circular Route around you XD . The twisting/counter turning/not giving your back may be a good counter if possible/capable of doing it...but does not prevent circle strafing from happening .

From own experience, I can tell you that with sufficient experience and practive, one CAN find the moments where the enemy Mech's countertwisting is out of whack, stop and get a backshot off . It IS risky everytime - since you need to stop lest you possibly move yourself into his firing Arc - but it IS possible . Sometimes . Against SOME Assaults/Heavies . And Pilots I guess .

Also this



+1 . Hope you dont mind me stealing that Phrase whenever appropriate .


I prefer "Mad cuz Bad"





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