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"just Outbrawl Them" Clan Vs Is Argument


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#121 Y E O N N E

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Posted 27 December 2016 - 04:53 PM

View PostFobhopper, on 27 December 2016 - 04:52 PM, said:

Well maybe if we could get more people to pilot lights in this game instead of everyone piloting heavies and assaults, it wouldnt be up to 80+ ton mechs to do the work nobody else wants to do.


Funny, I'm usually doing the work in my 20-25 ton Lights that the 80+ ton Assaults don't want to do...

#122 Quicksilver Aberration

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Posted 27 December 2016 - 04:55 PM

View PostFobhopper, on 27 December 2016 - 04:52 PM, said:

Well maybe if we could get more people to pilot lights in this game instead of everyone piloting heavies and assaults, it wouldnt be up to 80+ ton mechs to do the work nobody else wants to do.

First, even if the teams are comprised of heavies and assaults, a 100 ton mech (ie still the heaviest mech in the game) should not be flanking, that role should still be left to mechs that can actually move faster than 80kph.
Second, the reason you don't see that many lights is because of how weak they are, there ability to flank is directly related to the power on the field and with things like KDK-3s running booping things, that becomes a difficult task.

Edited by Quicksilver Kalasa, 27 December 2016 - 04:55 PM.


#123 LordNothing

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Posted 27 December 2016 - 05:03 PM

the worst thing is can do against clan is nothing. you dont push and wait for them to come, or as i call it, wait for them to gain the tactical advantage and hope it works out for you in the end (which is closer than you think). next thing you know a perfect wall of clan mechs crests the ridge around the hole you were hiding in and proceeds to systematically kill your unorganized murder ball mech by mech. and what is the response, mechs flailing around, some trying to flee others trying to return fire, and mechs that cant do either because they are pinned down or stuck between 2 mechs that are trying to do vastly different things.

when you drop is vs clan, there are things you have to do, you have to all take the same mech class or at least keep your speeds within a certain range. you cant be waiting for an assault to catch up when 11 other players are ready to push. you need to be alert and dont doddle. that assault is much less valuable when the pilot is 2 minutes late. you have to have good loadouts. time is ultimately the true enemy, people say it doesn't matter "there is plenty of time" but thats a crock of poo. ton for ton clans are faster, and they have time to burn, but for you every second counts. its the difference from making that tactical map location and falling short.

#124 Y E O N N E

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Posted 27 December 2016 - 05:06 PM

View PostQuicksilver Kalasa, on 27 December 2016 - 04:55 PM, said:

First, even if the teams are comprised of heavies and assaults, a 100 ton mech (ie still the heaviest mech in the game) should not be flanking, that role should still be left to mechs that can actually move faster than 80kph.
Second, the reason you don't see that many lights is because of how weak they are, there ability to flank is directly related to the power on the field and with things like KDK-3s running booping things, that becomes a difficult task.



To add, if you run a solo flank in a Light in QP, go to engage, and somebody pops a UAV? You get wrecked by LRMs. Even if you survive, you've basically wasted 30-40% of your total hit-points just to duck in and get some shots on a single target. It's not worth it. Everybody else has to be engaged for a Light to actually flank, and that's not usually a thing that happens reliably in QP. Instead, what typically happens is the Lights (if any) go around looking for the enemy, call out the enemy location, and everybody proceeds to camp while [sometimes] looking in the direction of the enemy. If it turns into a proper fight, then the Light can flank. If it doesn't, and instead devolves into own team losing trades one by one, the Light is left twiddling its thumbs trying to find openings that never emerge.

#125 Fobhopper

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Posted 27 December 2016 - 05:09 PM

View PostQuicksilver Kalasa, on 27 December 2016 - 04:55 PM, said:

First, even if the teams are comprised of heavies and assaults, a 100 ton mech (ie still the heaviest mech in the game) should not be flanking, that role should still be left to mechs that can actually move faster than 80kph.
Second, the reason you don't see that many lights is because of how weak they are, there ability to flank is directly related to the power on the field and with things like KDK-3s running booping things, that becomes a difficult task.

You are most certainly correct, that the role of scouting and flanking should be left to mechs that move much faster that 70 kph......but to actually find players to do that with much more fragile mechs, especially in P(otato)UG play is very rare. And while I agree that the rise of the KDK-3 has made it rather difficult for scouts to get around, finding people piloting things smaller than 40 tons is almost as rare as seeing a (P) or (F) mech. In PUG play I have seen the light queue as small as 5%. While the recent holiday has seen an uptick in players and more people in the light queue, you know as soon as the holidays are over, lights are going back to <10% and mediums <20% and it will be back to heavies and assaults dominating the queue.

The answer to the problem of getting more light pilots into the queue would be to introduce a few more lights into the game that will get people to play them, but with how badly the match rewards are tied to damage/kills done in a match, there really isnt much motivation for people to play lights considering their usually lackluster loadouts and survivability on anything that isnt an arctic cheetah.

#126 Y E O N N E

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Posted 27 December 2016 - 05:12 PM

More Light 'Mechs won't fix Lights. Not nerfing Lights into the ground every time a dipsh*t Atlas or Dire Wolf pilot who can barely hit a target the same size as he is spams Russ's Twitter account after being butt-touched would get more people to play Lights.

Seriously. Give the Locust back its range and duration quirks, give the Firestarters and Jenners better agility and some armor quirks, and I guarantee you will see more Lights.





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