El Bandito, on 12 October 2016 - 05:09 PM, said:
Small Lights can be annoying to hit if there is significant ping difference. I could perform much better, if my reaction time not is delayed by 0.2 second, thanks to my current ping.
Fox With A Shotgun, on 12 October 2016 - 07:41 PM, said:
But that's more due to PGI's HSR malfunctioning when high velocity projectiles are being thrown against a fast-moving mech at close distances. I imagine that the situation would be entirely different for folks with <100 ping, opposed to >270.
MrMadguy, on 12 October 2016 - 10:01 PM, said:
Locusts are OP cuz hitreg is completely broken at close range.
I honestly feel hit-reg is better in this game than about anything else I play. Maybe PPCs aside. And the game handles ping incredibly well. I check Oceanic at 80ms, NA at 250, and often play EU with a group at 350ms. At 250 a few funny things start happening with targeting, and locking, at 350 there can be a little warping depending on the other guy's ping, but it's really not that bad. In any of those cases, I shoot lasers exactly where I want to hit. You don't have to lead or wait for the indicator to light up, just shoot where you want to hit. Their client side hit detection really nailed it. One of the few things I think they really did well on. I was pissy about my connection when I first moved to Asia from California, but after gaming with a bunch of Australians I realized it's really no big thing.
MrMadguy, on 13 October 2016 - 01:18 AM, said:
Common mistake of all Light pilots - overestimating their value. Mech, that costs 1/3 of Assault 'Mech's engine, shouldn't be as viable, as Assault 'Mech.
I'm absolutely fine with lights being 1/3rd as powerful and 1/3rd the cost, as long as mechs in matches aren't balanced 1:1. If we had an awesome open world or grand CW with expenditures I'd be fine with it. BUT THAT'S NOT THE GAME WE HAVE! And we'll never have that game. MWO is all about quickplay, and a light is treated exactly like an assault. I'd even be fine if lights had their combat ability nerfed to 1/3 of an assault's if they excelled at another role. But we don't have roles. All we have is deathmatch. They have to get the same damage and kills to get the same score, yet if they do half as well as an assault, bad players like you cry nerf. This game isn't complicated, there's no physics or realism in it, it's just a 12v12 deatmatch. The funny thing is that even after noobs like yourself got lights nerfed to the ground, you're still dying to them and complaining about them. It's really time to get good or shut up, you're just embarrassing yourself.
Hans Brackhaus, on 12 October 2016 - 06:21 PM, said:
Every time I see one of these threads, I am amazed by the complete disconnect between the forum and what I see in-game.
Here, people are quick to vigorously defend against any slight to light mechs and are quick to point out that lights are very fragile and "not very good."
But it boggles my mind. Is it a tier thing?
Lower tiers are full of mostly inexperienced players who can't aim yet.n tier 5 and 4, Lights and LRMs are pretty much gods. Once they get the hang of the game lights drop very quickly against anything bigger and LRMs are a joke because they can't trade with direct fire, either due to exposure or cover. There were a few outliers that were OP: Oxide, Clan Jenners, and the Cheetah a few nerfs ago. The crap thing is that every light forever gets lumped in to the same category as those three. RIP lights.