

Ppl Who Qq About A Light "holding Up The Game"
#101
Posted 06 September 2016 - 10:54 AM
I promised myself I wouldn't reply anymore, but after laughing so hard at your more recent posts, I just had to. Specifically, to all your posting of match results running Lights.
If you are finding Lights easier than Heavies/Assaults and having great matches in them, then I think all you have proved is that you are a better Light pilot than you are a Heavy/Assault pilot. You haven't established anything concerning your proposed 'fix' for a virtually non-existent issue. Seriously, I would recommend you consider changing your preferred class if you find success so much easier in a Light.
Cheers!
#102
Posted 06 September 2016 - 11:04 AM
MrMadguy, on 06 September 2016 - 09:06 AM, said:
P.S. You should also notice, that I play my old account, that is almost Tier 2 - not Tier 5 alt account. Edge between Tier 3 and Tier 2 - is my skill cap in Heavy/Assault 'Mechs. I've been hanging on this rating for many months already, which means it's my "true skill level". That means, I don't have such "above average" matches due to stomping Tier 5 noobs - I actually play on my skill cap. And still I can be successful in Light 'Mechs without any special Light piloting skill.
He is probably more so asking to see how your average is after so many games. Because like you just said anybody can have a good or bad match just based on teams. But the average over time might actually tell us a little something. Not the whole story but average match score over a lot of matches is a decent metric. Or if you don't want to play so many games at least post the other screenshots of your recent light games, since you didn't only play 2.
#103
Posted 06 September 2016 - 11:05 AM
This is what I do:

Many of times the problem is solved with round house kicking some one in the face.
#104
Posted 06 September 2016 - 11:28 AM
Clownwarlord, on 06 September 2016 - 11:05 AM, said:
This is what I do:

Many of times the problem is solved with round house kicking some one in the face.
Do you wear Chuck Norris Action Jeans while playing MWO?

Chuck Norris doesn't get ghost heat penalties, Ghost heat gets Chuck Norris penalties...
#105
Posted 06 September 2016 - 02:57 PM
Step 1: go to settings menu and turn off arm lock
Step 2: put pulse lasers in your arms
Step 3: profit
P.S.: if you're a heavy or assault pilot on a team that is winning and your team splits up to chase a squirrel instead of waiting for the timer to expire, you deserve to lose. Stick together, focus fire, lock targets. The holy trinity of victory in MWO
#106
Posted 06 September 2016 - 03:18 PM
As a light pilot I have ran into this situation a fair amount of times. When it happens I still am trying to win. I do run to stay out of firepower that will crush me if I make contact with its shock wave. Now I am using the run to set up another shot. Often I have come back for a win for my team this way. I also tend to hear most of my teams cheer either myself or another pilot fighting for our team to be engaged, helpful and involved. Only the occasional guy that was a jerk to everyone and died right off the bat have anything bad to say. Half the time that guy is drunk.
Now the runners generally get a lot of flack. They really are just holding up the game. If there is a chance to win, I am all for taking it. If you are just afraid to get your virtual paint scratched...why are you playing?
#107
Posted 06 September 2016 - 03:36 PM
RestosIII, on 02 September 2016 - 08:34 PM, said:
I understand your reasoning here but when a badly damaged mech tries to use his strengths (range) to try to help his team to win by picking off the enemy team when it is safe for him to do so, why would that merit being reported? I am not sure how it can be determined that the mech left his team to die (when he has been reduced to no armour due to previous battle engagement). If someone was in a close range mech vs a few lrm boats, would closing to short range be bad? Or should he stay outside the 1
lrm min rane and die just because he is the last one left so every other pilot can get their mech freed up to drop in another match? Or should the mech use its advantages to try its best to win the match even against overwhelming odds, or just run out to die to shorten a match for everyone else??
*face palm*
#108
Posted 06 September 2016 - 03:58 PM
Rustycan, on 06 September 2016 - 03:36 PM, said:
I understand your reasoning here but when a badly damaged mech tries to use his strengths (range) to try to help his team to win by picking off the enemy team when it is safe for him to do so, why would that merit being reported? I am not sure how it can be determined that the mech left his team to die (when he has been reduced to no armour due to previous battle engagement). If someone was in a close range mech vs a few lrm boats, would closing to short range be bad? Or should he stay outside the 1
lrm min rane and die just because he is the last one left so every other pilot can get their mech freed up to drop in another match? Or should the mech use its advantages to try its best to win the match even against overwhelming odds, or just run out to die to shorten a match for everyone else??
*face palm*
I think you're forgetting the "maximum range" bit. As in, firing where each laser does 1 damage across the entire burn. He's not picking off anyone in that state.
#109
Posted 06 September 2016 - 04:26 PM
Mycrus, on 03 September 2016 - 06:24 PM, said:
as a light pilot, long-range poking lights are disease that need to be put down...
they aren't real lights...
I'm going to agree, I pilot lights and most of the time the "light snipers" don't help me with other lights, hide in the back, and are usually last alive because they let everybody die.
#110
Posted 06 September 2016 - 06:18 PM
i mostly play assaults and i can say that either you simply suck at piloting an assault or you suck at building mechs. It can only be one of those two things.
If you suck at piloting than to defend yourself against lights use arm lock, i always see assault pilots trying to hit lights while their arms are locked to torso and it makes it exponentially harder to hit them. Also back yourself into a wall, the amount of times ive watched someone simply rotate continually trying to catch up to the light is silly. against a wall they cant get behind you so minimal rotateing. Another good idea is to bring weapons that make hitting them easier (SRMs, SSRMs, LBXs). trrying to hit lights with IS ACs and Gauss rifles or PPCs doesnt really work so well, it can but its harder. hitboxes are not an issue neither is hit registery
As for being 'OP and easy' considering i started with a Raven i can say they are not. They, like all weight classes, have advantages and disadvantages. From your comments i gather that you consider speed and manoeuvrable to be OP thus you think assaults suck and lights are OP. Assaults must be positioned correctly, and you dont really get another chance to choose how to approach an enemy. So you must try predict where your team is going and where the enemy will be. If you get a good position though its utterly devastating.
In a light te issue is reversed. You can position yourself multiple times and withdraw very quickly allowing you several chances to hit the enemy. that said the downside is not much damage. So its harder to mess up your positioning but you cant layout anywhere near the hurt. so you have to continuously reposition to keep the enemy on their toes while the assaults (hopefully) position themselves well enough to hammer your foes.
Edited: if your scores are higher in lights than assaults your obviously better in lights.
2nd Edited; just noticed what you said about highlanders, i own all of them and if you do it right they can be great, like any mech in the game. I also own all Zeus and Dragons, Victors Vindicators and Orions etc. i own most of the 'crap' mechs in the game and they do quite well if you know how to play. hell my Orion-IICs are my highest scoring mechs, 180 match score and 300 damage are quite standard even on a loss.
As others have said there are no bad mechs, only bad pilots (for those mechs)
Edited by VitriolicViolet, 06 September 2016 - 06:32 PM.
#111
Posted 06 September 2016 - 11:18 PM

Wecx, on 06 September 2016 - 04:26 PM, said:
I'm going to agree, I pilot lights and most of the time the "light snipers" don't help me with other lights, hide in the back, and are usually last alive because they let everybody die.
That makes no sense as a ERLL mech is marginal use in a knife fight but great in a ranged fight. Silly comments are just... silly.
#112
Posted 06 September 2016 - 11:29 PM
RestosIII, on 06 September 2016 - 03:58 PM, said:
You're presuming a lot - with range mods and bonuses ER LL's go a long way. I'm not at my PC but optimal alone is what 760-780? I don't think I've ever fired at 1.5k because how are you even seeing them properly unless they stay out of cover for extended periods? I'll freely admit I fire at 1k though if I have a good target.

#113
Posted 06 September 2016 - 11:34 PM
#114
Posted 06 September 2016 - 11:35 PM
Aramuside, on 06 September 2016 - 11:29 PM, said:
You're presuming a lot - with range mods and bonuses ER LL's go a long way. I'm not at my PC but optimal alone is what 760-780? I don't think I've ever fired at 1.5k because how are you even seeing them properly unless they stay out of cover for extended periods? I'll freely admit I fire at 1k though if I have a good target.

I'm not presuming, I'm giving an example of something I've seen first hand. The horrors I've seen should never be known by any man...
#115
Posted 06 September 2016 - 11:52 PM
Wecx, on 06 September 2016 - 04:26 PM, said:
I'm going to agree, I pilot lights and most of the time the "light snipers" don't help me with other lights, hide in the back, and are usually last alive because they let everybody die.
I totally understand your position . In fact, I was thinking the EXACT same...before I started to play ranged Cats a few weeks ago and learning how to best support my Team with them . From watching other, good (not me!) ranged Lights and Mediums, I learned the following...
A somewhat experienced, Team and Win oriented, ranged Light or Medium will do some, or all of these for his Team :
- spot and Lock Targets ;
- lay down supression fire ;
- control enemy 'Mech movement, at least partially ;
- spot and take down enemy UAV's ;
- soften up Targets before an allied 'Mech even engages them ;
- support engaged 'Mech(s) in taking down a Target ;
- "hunt" and engage enemy Snipers, or at least stop them from harassing his Team ;
- draw attention to himself to make it easier for his Team to advance/switch position/engage ;
- keep fast moving Light and Medium Harassers off the bulk of his Team by giving them good reason to try and chase HIM ;
- call out weak Targets ;
- advice his Team on positioning and movement ;
If you see a not much dmged. Light or Medium Sniper as last Mech standing at the end of the Match, theres often no way for you to tell whether he did some of the above, but the Team lost nevertheless, for whatever reasons . Sometimes, one has to admit the opposition just having been better....or luckier .
In any case, rarely can ONE Player be blamed for a failing Team and a subsequent loss .
Edited by Besh, 07 September 2016 - 12:17 AM.
#116
Posted 06 September 2016 - 11:55 PM
Chuck Jager, on 06 September 2016 - 11:34 PM, said:
So... Extremely slowly, or not at all?
Dont know about you, but my parents didn't treat me as though we were living in the pre-1930's era where people had kids simply for slave labor.
#117
Posted 07 September 2016 - 12:18 AM
DrxAbstract, on 06 September 2016 - 11:55 PM, said:
Dont know about you, but my parents didn't treat me as though we were living in the pre-1930's era where people had kids simply for slave labor.
Seem like somebody is trying to hide from the truth. If you do not do your part. You deserve to die PERIOD.
I do not mind an argument but you get less than .5 internets for just bad logic.
#118
Posted 07 September 2016 - 08:02 AM
Sometimes over half the team is gone in less than 5 minutes. It's never because of one player sucking bad or doing something very wrong.
Specially since we are talking about lights, this argument about % of healt is about as silly as it gets. Half the lights don't have armor of any real worth. Lights usually do better for themselves and the team, the longer they survive.
Previously on this thread there has people genuinely talking about the absurd thing that light snipe behind the team and thus avoid all damage so that in end they are full health.
First, with long range weapon being along the team is bad, because the enemy is pointing their guns and attention towards the team. It's a lot better to be little on side. It's safer and it distracts the enemy more, to take shots from the direction they are not expecting.
Second, every time any mech fires normal non-LRM weapons againts enemy mechs, they have to expose themselves to the enemy. Lights don't have any special 1.5x range weapons, they have same max ranges as anyone, so when you are flanking the enemy little bit from the side, not complely from their side as then you are too far from your team, many of the enemies will return file. It is mainly due to small size, quick hiding back to safety as well as the fact that it's the light who chooses the time and place when he exposes and fires at the enemy, that allows lights to deal much more damage than they are themselves taking.
It's rather rare to actually not take any shots while sniping the enemy, such player is most likely not shooting as ofhen as he should, in other words, bad. Now isn't it actually a good thing, that some bad players take a light mech, in which they not only likely do better than any more difficult mech, plus they have lesser effect to the outcome of fight.
These are fairly simply things, you don't need to have played lights or snipers yourself to understand this, some people are just so bent on finding other people to blame, and specially light mechs who obviously have plenty of nominal healt left in the endgame, seem to be the scapegoat.
The next light mech I get, I'll be sure to highly consider any that can boat LRMs, as light LRM is the ultimate sniper who can keep his armor and health at 100% unti the rest of the team is dead, as it could not only shoot without exposing, they can run and escape when threatened.
Edited by Teer5, 07 September 2016 - 08:04 AM.
#119
Posted 07 September 2016 - 12:05 PM
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