Imperius, on 19 October 2016 - 04:51 PM, said:
Please re-read what I said... Where did I say lights have the firepower of an assault?
Do you even read your own thread?
Imperius, on 19 October 2016 - 04:30 PM, said:
Funny how they are being used properly in MWOWC...
I don't see where you think it is balanced to have the same ammo and fire power as an assault and be the fastest.
You are either implying that Lights already are this or that we are saying they should be this, which we're not. The problem with Lights is not their firepower. The problem with Lights is that they are neither fast nor agile enough compared to the bigger 'Mechs and the guns that they carry.
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My god people just want to argue with me for the sake of arguing.
We're not arguing with you, we're verbally executing you. Again.
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If you think lights need buffs because the game modes are the problem (which you even stated) then we are done talking.
You need to fix the game modes not the lights they are pretty much what they should be in this game. I'm all for buffing rewards to play your role correctly. Which is not to trade shots with all mechs 1:1 while keeping all the benefits of being a light.
You can increase the payout all you like, but it won't change much because people don't play games simply to earn fictional currency; they play them because they are fun. It doesn't matter what the game modes are, combat will always be the focus because that is the entire point of playing this game. A tiny, insignificant portion of players sign into MWO saying "gee, I want to just stand in colored squares or run around with triple AMS without ever roughing up somebody." Nobody signs into
any shooter with that mindset. The support roles in all of the good shooters are always combat-capable. Battlefield, Team Fortress, even Overwatch. And yes, MechWarrior is a shooter and always has been, so don't try to go down the "simulation" route.
Imperius, on 19 October 2016 - 05:05 PM, said:
Besides neither you nor Yeonne Greene have said how they should be played.
Because the last time I answered a question you specifically directed at somebody else, you jumped down my throat for it.
You want to know how they should play?
6x MedLas Locust 1E or 1x LPL/ERLL Locust 1V after the rescale, but before the nerf is a good example. Fast, twitchy, low-exposure, solid alpha, and decent range. Runs around constantly shooting targets from funky angles and jumping back before they can react. They nerfed its range and its exposure time, when in fact it actually should have been buffed back to its previous 365 m reach, so now the Locust is Toast. The pre-rescale Jenner IIC with six cERML was similar, trading size and some twitch for armor and jump jets.
Alternatively, the fast brawlers like the pre-rescale Oxide and Jenner IIC, which were able to use their hit-points and size to sustain some damage as they pro-actively roamed for back-crits. The Oxide was actually useful in a real Brawl, and the IIC SRM36 bomber was enough to keep a team on its toes lest they lose a Kodiak to an assassination. It had enough firepower to be properly threatening over short bursts but was so hot that frontal engagements were impossible.
None of these 'Mechs can go 1 v 1 against a properly piloted Big, they hit from behind or beside. The problem with today's Lights is that they lack an adequate combination of agility, firepower, and range to do what they need to do and the fact that most of them are now huge means they also lack the durability to survive a poke.
Even the Spiders in MWOWC were getting whacked by Gauss and PPC with seeming ease.