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How Do You Feel About The Current Ttk?


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#101 1453 R

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Posted 06 January 2017 - 02:57 PM

View PostMechaBattler, on 06 January 2017 - 10:28 AM, said:


Basically "git gud" post.

And you're going after the idea of raising durability of mechs. Which I said nothing about. Did you read my post?

I think PGI had the right idea with energy draw. Even if energy draw itself wasn't really enough alone. Combined with lower heat cap and higher dissipation. If they tighten the heat cap, it would actually make bringing more heatsinks over guns a viable strategy.

Though there was an issue with Clans being able to bring more dubs.



Energy Draw had negligible impact on ballistics. The core idea was good, and I believe there's ways to try and salvage ED, but an understanding must first be made about the difference between ballistics and energy weapons.

As was clarified during the initial ED tests, ballistics-focused 'Mechs are already, for the most part, DPS machines that do not frequently generate alphas in excess of 30 points. Instead, they do their thing by having standing DPS several times higher than most equivalent energy weapon-intensive 'Mechs. An AC/5 weighs several times what a medium laser does and is ammunition dependent while the laser is not, but while ammo lasts that AC/5 has nearly three times the DPS of the medium laser at over double the range, for effectively identical HPS numbers.

Because ballistics are so heavy and ballistic hardpoints are typically in short supply, they're not really limited by heat save in ridiculous over-the-top assault 'Mech cases. Any given gun has several times the DPS of an equivalent laser or PPC for the same overall heat load, if not a much lower heat load. They cannot be boated to nearly the extent of lasers, no, but they don't need to be because any given gun is usually worth three to four equivalent lasers. As such, ballistics-focused 'Mechs win by being buzz saws.

Energy-centric 'Mechs, however, are capable of achieving alpha levels the forum finds flatly ridiculous. That said, a three-AC/5 'Mech - considered fairly innocuous by typical forum standards these days, easily achievable by a large number of machines on both sides of the tech divide - has the same DPS as a machine with 7.2 medium lasers, which is not a commonly achievable loadout. Mixes of larger and smaller lasers help, but even then, unlike ballistics it is incredibly easy to heat-overload an energy armament, and there is not an energy-based armament in all the world that is going to even remotely compete with ballistics-based DPS given current heat management systems. You just cannot pack in enough heat sinks on anything that exists, on either side of the tech divide, to maintain DPS parity with a ballistics-focused 'Mech for anything but a few seconds.

As such, a clean delineation exists between the two. The energy-centric 'Mech has the advantage in the very early moments of an engagement, where her ability to carry a larger overall number of weapons at significantly reduced mass lets her hit harder, instantaneously, than the ballistics guy can compete with. A 50-point alpha is enormous for a ballistics guy but fairly achievable, if still sizable, for your average laser boat. Here's the thing, though - the longer an engagement goes on, the more the advantage swings the ballistics guys way, and 'longer' doesn't actually take very long at all. Again - 10 DPS sustainable is pretty simple for most competent ballistic guys, but the same 10 DPS sustainable is a huge strugle for a lot of energy-centric 'Mechs. In the long fight the autocannons guy just cuts the lasers guy to pieces because he has three times the DPS the energy guy does.

Energy Draw, as it was before the PTS was pulled down for review, eliminated a laser-centric 'Mech's ability to hit hard in one go. Their advantage at the very early fight, their hit-and-run capability, was eliminated. They no longer had any point in a fight where they had an edge against ballistic-centric 'Mechs - and no, 'ammunition independence' is not a realistic edge. It would be in a campaign setting, but MWO is not one of those. Ballistics get to sh!t on energy for free in Energy Draw as it stood in Septemberish.

Now, you mention reducing heat capacity and increasing dissipation, which is the Galactic Standard Kill-All-Alphas-Forever Plan that people have been trumpeting about since the Mesozoic Era. Here's why that doesn't work.

Currently, the energy/ballistics balance lever has its fulcrum on the idea that eventually a laser-focused 'Mech overloads its heat capacity and essentially loses its ability to deal damage, whilst a ballistic guy gets to keep on truckin'. Overall dissipation rates are a huge, one would even say critical, part of that balance solution. Heat dissipation is akin to ammo regeneration for energy weapons and is what controls the ability of ballistic weapons to pull ahead in the long game. Assume for the moment that you get your ED system in place, simple 30-point alpha cap - which, again, most ballistic fits pretty much just outright ignore - but you reduce heat cap to some arbitrarily dumbly low number and crank dissipation into the stratosphere to compensate, as a means of allowing energy to not be dominated by ballistics in a system where alpha strikes are effectively disallowed and DPS rules.

In this situation, you have accomplished two things.

1.) you have largely eliminated the stylistic difference between peak-and-valley energy weapons and constant-numbers ballistic weapons. Players who prefer a punch-and-run style and enjoy the big but costly damage surges produced by energy-centric armaments are left out in the cold, because energy weapons, much like ballistics, are now DPS systems that have a fairly steady rate of performance. Low cap means you get small alpha numbers - just like ballistics - while high dissipation means those alphas come back much faster and you can effectively fire constantly - also just like ballistics.

2.) you have rendered ballistic weapons effectively pointless, as an artefact of Point 1. An AC/5 has three times the DPS of a medium laser to twice the range for the same HPS...but that AC/5 still weighs eight times what the medium laser does in addition to mandatory required secondary tonnage for ammunition. Assuming one iAC/5 with two tons of ammo, you have allotted ten tons of loadout weight to this weapon. This is enough for ten medium lasers, which yields three times the AC/5's DPS. Or, more realistically, it is enough for six medium lasers and for heat sinks, allowing the medium lasers to deal double the AC/5's DPS. The lasers also generate six times the heat of the AC/5...but they get four extra heat sinks to help deal with this, and sharply increased dissipation rates means HPS numbers can be significantly higher than they currently are without losing sustainability.

When energy and ballistics both behave the exact same way, but energy weighs fractions of what ballistics do and are also easier to hit with because hitscan weapons...well.

Best get those beam boats ready.

This is why TTK is fine. Or rather, this is why all the knee-jerk "I can't survive getting shot at by the entire enemy team at maximum sustainable rates of fire for five minutes! THIS GAME IS NOT BATTLETECH!" tomfoolery is just exactly that - tomfoolery. Alphas do not need to be reduced. A more interactive heat system which still permits energy-centric loadouts their instantaneous-fire advantage would be beneficial; Energy Draw at final pre-cut implementation with the whole halved cap/doubled dissipation nonsense would simply result in smacking muttloads of laserboats with 30-point alphas firing without restraint because their heat's zeroed out again before the lasers are done cycling.

Try again, sir. This is not the fix you're looking for.

#102 Sjorpha

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Posted 06 January 2017 - 03:01 PM

View Postmogs01gt, on 06 January 2017 - 01:58 PM, said:

2 erppc's are effective because they are played in a camp or die style. They dont push, they dont flank, they sit back and sling erppcs from a safe distance. That is not the essence of how the entire Mechwarrior world was designed around.


Battletech lore is full of dedicated sniper mechs.

It is also full of all other kinds of boats, laser boats, missile boats and so on, doing exactly what they do in this game.

So no there is nothing about any of the current playstyles that really goes against "the essence of how the entire Mechwarrior world was designed" at all.

If you don't like something, just say that you personally don't like it. Personal opinion is a perfectly valid argument, in fact it is the most valid argument in game design because games are all about having fun and only you can tell what you think is fun. So there is no need to pretend you have lore support for changes you want.

It wouldn't even make the argument stronger even if it was true, because frankly a lot of the lore as well as previous design choices in the older games are silly and childish and there is no reason to import old bad design into this game because of nostalgia.

Edited by Sjorpha, 06 January 2017 - 03:04 PM.


#103 C E Dwyer

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Posted 06 January 2017 - 03:04 PM

View PostMechaBattler, on 06 January 2017 - 01:22 PM, said:


What makes the Hunchbank IIC so much more viable than others? Why is the Shadowhawk-2K not considered as viable considering it has high mounted energy points and can jump? The Clan XL? The targeting computer? The extra 5 points split on other locations?

We've seen PGI go two ways about balancing. Either nerf the thing that is doing too good. Or buff everything else to high levels. But then that leads to a lot of backlash from the community. So it's just easier to leave things where they are?

Also that last bit is just a difference of opinion. Not all of us want it your way.

high hard points clan XL two clan erppc do 30 damage, it takes three I.S ppc's to do the same job, or two but they don't get 10 points of splash damage, also less crit space requirement, means more space for DHS and JJ's

It will become even moreso, if P.G.I make clan ERPPC's a full 15 damage and not 10 plus 5 splash, like they have been threating to.

Edited by Cathy, 06 January 2017 - 03:12 PM.


#104 1453 R

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Posted 06 January 2017 - 03:43 PM

View PostCathy, on 06 January 2017 - 03:04 PM, said:

...
It will become even moreso, if P.G.I make clan ERPPC's a full 15 damage and not 10 plus 5 splash, like they have been threating to.


That seems to be pretty much a dead letter at this point. 15-damage front-loaded splashless cERPPCs didn't last even two test cycles in the PTS; Piranha seemd to recognize practically as soon as they tried it that a six-ton, two-slot Gauss Rifle with no ammo concerns was sorta Bad For Game. The splash was reinstated very quickly and the idea was dropped, though it was nice to experiment with them for a couple'a weeks anyways. Actually made a number of lighter Clan machines that struggled for relevance quite awesome to play - have not had more fun in my Adders or Shadow Cats before or since.

#105 BigFatGator

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Posted 06 January 2017 - 04:27 PM

TTK depends way too much on hitbox geometry right now IMHO, but overall and on average it is in an OK spot.

#106 Xmith

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Posted 06 January 2017 - 04:53 PM

View Postmogs01gt, on 06 January 2017 - 01:58 PM, said:

2 erppc's are effective because they are played in a camp or die style. They dont push, they dont flank, they sit back and sling erppcs from a safe distance. That is not the essence of how the entire Mechwarrior world was designed around.

I believe Mechwarrior was created for sniping, brawling and everything in between. All weapons were created to take advantage of the sniping , brawling and everything in between.

#107 BigFatGator

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Posted 06 January 2017 - 06:00 PM

View Post1453 R, on 06 January 2017 - 02:57 PM, said:

Energy Draw had negligible impact on ballistics. The core idea was good, and I believe there's ways to try and salvage ED, but an understanding must first be made about the difference between ballistics and energy weapons. As was clarified during the initial ED tests, ballistics-focused 'Mechs are already, for the most part, DPS machines that do not frequently generate alphas in excess of 30 points. Instead, they do their thing by having standing DPS several times higher than most equivalent energy weapon-intensive 'Mechs. An AC/5 weighs several times what a medium laser does and is ammunition dependent while the laser is not, but while ammo lasts that AC/5 has nearly three times the DPS of the medium laser at over double the range, for effectively identical HPS numbers. Because ballistics are so heavy and ballistic hardpoints are typically in short supply, they're not really limited by heat save in ridiculous over-the-top assault 'Mech cases. Any given gun has several times the DPS of an equivalent laser or PPC for the same overall heat load, if not a much lower heat load. They cannot be boated to nearly the extent of lasers, no, but they don't need to be because any given gun is usually worth three to four equivalent lasers. As such, ballistics-focused 'Mechs win by being buzz saws. Energy-centric 'Mechs, however, are capable of achieving alpha levels the forum finds flatly ridiculous. That said, a three-AC/5 'Mech - considered fairly innocuous by typical forum standards these days, easily achievable by a large number of machines on both sides of the tech divide - has the same DPS as a machine with 7.2 medium lasers, which is not a commonly achievable loadout. Mixes of larger and smaller lasers help, but even then, unlike ballistics it is incredibly easy to heat-overload an energy armament, and there is not an energy-based armament in all the world that is going to even remotely compete with ballistics-based DPS given current heat management systems. You just cannot pack in enough heat sinks on anything that exists, on either side of the tech divide, to maintain DPS parity with a ballistics-focused 'Mech for anything but a few seconds. As such, a clean delineation exists between the two. The energy-centric 'Mech has the advantage in the very early moments of an engagement, where her ability to carry a larger overall number of weapons at significantly reduced mass lets her hit harder, instantaneously, than the ballistics guy can compete with. A 50-point alpha is enormous for a ballistics guy but fairly achievable, if still sizable, for your average laser boat. Here's the thing, though - the longer an engagement goes on, the more the advantage swings the ballistics guys way, and 'longer' doesn't actually take very long at all. Again - 10 DPS sustainable is pretty simple for most competent ballistic guys, but the same 10 DPS sustainable is a huge strugle for a lot of energy-centric 'Mechs. In the long fight the autocannons guy just cuts the lasers guy to pieces because he has three times the DPS the energy guy does. Energy Draw, as it was before the PTS was pulled down for review, eliminated a laser-centric 'Mech's ability to hit hard in one go. Their advantage at the very early fight, their hit-and-run capability, was eliminated. They no longer had any point in a fight where they had an edge against ballistic-centric 'Mechs - and no, 'ammunition independence' is not a realistic edge. It would be in a campaign setting, but MWO is not one of those. Ballistics get to sh!t on energy for free in Energy Draw as it stood in Septemberish. Now, you mention reducing heat capacity and increasing dissipation, which is the Galactic Standard Kill-All-Alphas-Forever Plan that people have been trumpeting about since the Mesozoic Era. Here's why that doesn't work. Currently, the energy/ballistics balance lever has its fulcrum on the idea that eventually a laser-focused 'Mech overloads its heat capacity and essentially loses its ability to deal damage, whilst a ballistic guy gets to keep on truckin'. Overall dissipation rates are a huge, one would even say critical, part of that balance solution. Heat dissipation is akin to ammo regeneration for energy weapons and is what controls the ability of ballistic weapons to pull ahead in the long game. Assume for the moment that you get your ED system in place, simple 30-point alpha cap - which, again, most ballistic fits pretty much just outright ignore - but you reduce heat cap to some arbitrarily dumbly low number and crank dissipation into the stratosphere to compensate, as a means of allowing energy to not be dominated by ballistics in a system where alpha strikes are effectively disallowed and DPS rules. In this situation, you have accomplished two things. 1.) you have largely eliminated the stylistic difference between peak-and-valley energy weapons and constant-numbers ballistic weapons. Players who prefer a punch-and-run style and enjoy the big but costly damage surges produced by energy-centric armaments are left out in the cold, because energy weapons, much like ballistics, are now DPS systems that have a fairly steady rate of performance. Low cap means you get small alpha numbers - just like ballistics - while high dissipation means those alphas come back much faster and you can effectively fire constantly - also just like ballistics. 2.) you have rendered ballistic weapons effectively pointless, as an artefact of Point 1. An AC/5 has three times the DPS of a medium laser to twice the range for the same HPS...but that AC/5 still weighs eight times what the medium laser does in addition to mandatory required secondary tonnage for ammunition. Assuming one iAC/5 with two tons of ammo, you have allotted ten tons of loadout weight to this weapon. This is enough for ten medium lasers, which yields three times the AC/5's DPS. Or, more realistically, it is enough for six medium lasers and for heat sinks, allowing the medium lasers to deal double the AC/5's DPS. The lasers also generate six times the heat of the AC/5...but they get four extra heat sinks to help deal with this, and sharply increased dissipation rates means HPS numbers can be significantly higher than they currently are without losing sustainability. When energy and ballistics both behave the exact same way, but energy weighs fractions of what ballistics do and are also easier to hit with because hitscan weapons...well. Best get those beam boats ready. This is why TTK is fine. Or rather, this is why all the knee-jerk "I can't survive getting shot at by the entire enemy team at maximum sustainable rates of fire for five minutes! THIS GAME IS NOT BATTLETECH!" tomfoolery is just exactly that - tomfoolery. Alphas do not need to be reduced. A more interactive heat system which still permits energy-centric loadouts their instantaneous-fire advantage would be beneficial; Energy Draw at final pre-cut implementation with the whole halved cap/doubled dissipation nonsense would simply result in smacking muttloads of laserboats with 30-point alphas firing without restraint because their heat's zeroed out again before the lasers are done cycling. Try again, sir. This is not the fix you're looking for.


WTF. A well reasoned, intelligent, and rational argument!?! On these forums!?!
Not sure I agree with everything you said but appreciate the time it took to reason it.

#108 Radbane

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Posted 06 January 2017 - 06:12 PM

View PostSnazzy Dragon, on 06 January 2017 - 07:30 AM, said:

But what are YOUR thoughts about it?


Can't read through 6 pages of posts now, but the general feel I have now is the same one I had in closed Beta: "Why does it take more effort and time to kill a Light than a Assault?". Lights are the real Tanks in MWO, especially with their inherent Taunt ability.

...That's wrong.

And that's all I have to say

#109 MechaBattler

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Posted 06 January 2017 - 06:33 PM

View PostUltimax, on 06 January 2017 - 02:02 PM, said:


Then teams would play rush decks, and get in your face and you will die faster than you do now against their SRM brawl builds.

TTK in brawls, against real brawl builds is much lower than it is vs. long range decks. Its not even close.


Isn't that kind of the trade off though? Since they're like sniper weapons. And you would only need to wait the .5 second to fire your next weapon to avoid incurring the penalty.

That's the thing. The energy draw is only just discouraging alphas above 30, it would only buy you a small reprieve anyway. The lower heat cap/higher dissipation is what really helps keep things under control overall.

My brother was saying they should just give a higher heat penalty for double tapping. Since UACs are pretty stronk.

#110 Weaselball

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Posted 06 January 2017 - 08:44 PM

It's far too low.

Boating is a large piece of the problem, whether laser drill, mega-SRM splat, or PPFL a-la PPC+Gauss. The fact that you can fire more than one weapon at once makes balancing the game difficult if you're trying to keep the core fundamentals true to the tabletop game.

Pinpoint accuracy is also a large piece of the problem, one that the original tabletop never had. Again, balancing around it is difficult when trying to make it feel like a battletech game.

Should either be removed? No. Tweaked? Who knows. The game needs to stop pretending to be Battletech though already and make wild balance adjustments. There's no reason Ferro needs to be **** compared to Endo. No reason SHS need to be straight **** compared to DHS. No reason why we can't lower the weight of certain weapons, or adjust the crit space on others, or play real funny with the damage. Who the **** cares if it isn't "battletech lore approved." This **** aint battletech and you need to get over that if you're going to balance a FPS.

#111 a gaijin

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Posted 06 January 2017 - 09:10 PM

Time to kill right now is just right.

The best advice I've read here for people who think that time to kill is too short was pretty straightforward:
don't put yourself in a position to get focused fired by multiple enemies.

#112 Gas Guzzler

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Posted 06 January 2017 - 09:20 PM

View PostWeaselball, on 06 January 2017 - 08:44 PM, said:

It's far too low.

Boating is a large piece of the problem, whether laser drill, mega-SRM splat, or PPFL a-la PPC+Gauss. The fact that you can fire more than one weapon at once makes balancing the game difficult if you're trying to keep the core fundamentals true to the tabletop game.


Lolno.

If you think firing multiple weapons at once in a MechWarrior game is a problem, then you don't know what a MechWarrior game is.

#113 Champion of Khorne Lord of Blood

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Posted 06 January 2017 - 09:25 PM

TTK seems fine to me, you don't really kill anything in one shot except 20+ damage alphas to a Locust's rear torsos.

To be honest I'd be fine with people dying faster than they do, takes a lot of time to remove an enemy from play. Something like a Dire Wolf has around 50 tons of firepower, it should outright vaporize a 50 tonner in one shot with each shot. Then again for some that's no fun.

In general 1v1 TTK is extremely high while 12v12 TTK is pretty darn low.

#114 Wil McCullough

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Posted 06 January 2017 - 09:33 PM

if ttk is increased, can you imagine the pure, absolute undiluted rage when your entire team has to kill that last spider hightailing it across the map in skirmish?

#115 Davegt27

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Posted 06 January 2017 - 09:36 PM

I am amazed how fast king Crabs go down

Atlas was good for awhile but they pulled them back

yeah TTK is low but not much we can do about it

(I don't own either Mech incase anyone is wondering)

#116 FuhNuGi

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Posted 06 January 2017 - 09:43 PM

TTK is too low...

Does not allow much time for a "thinking man's" thought process to enter the picture as the meta is Point-Click-Kill.

If I want one shot kills, there are many titles out there in many genres I can play... Mechwarrior should be a different experience.

I want to wear down armor, a couple well placed shots after the armor slags off to finish my opponent while my armor rings from the numerous shots glancing off me.

I blame the Meta mostly... need to figure out a way by means of nerfs, ghost heat, whatever, to prevent gluttonous stacking of the weapon of the day. Some "boating" is "lore build", as a typical "boat" is so specialized as to be rendered into a support role, but an AC boat... I mean, think of the recoil of firing off a 6 cannon cyclic firing rate at once.
Sustained fire on an A-10 fighter is enough to overcome thrust with its cannon for a real world example. Some crew served weapons systems with a high cyclic rate of fire also expend gun barrels and must drop the barrel and replace in real situations if fire is sustained... so IRL, heat has an effect on accuracy and "jams". When you hunt in the cold, first shot or 2 through the barrel is a great hand warmer.

Mechs should suffer from sustained cyclic fire rates (like how in some games when you go full auto your hit radius grows larger as you sustain fire until you are not hitting very often... that is more like it.

But this pop tart 1 shotting aimbotting quad gauss head cannon makes rounds not so much fun. I prefer group synergy and longer TTK.

#117 Snazzy Dragon

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Posted 06 January 2017 - 09:53 PM

View PostFuhNuGi, on 06 January 2017 - 09:43 PM, said:

But this pop tart 1 shotting aimbotting quad gauss head cannon


Okay, I agree that TTK is a little on the low side, but it is NOT that bad.

#118 RestosIII

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Posted 06 January 2017 - 09:57 PM

View PostSnazzy Dragon, on 06 January 2017 - 09:53 PM, said:


Okay, I agree that TTK is a little on the low side, but it is NOT that bad.


About the worst TTK has gotten for me is facing Pokebears in my Adder. Worst experience of my life. But it's definitely not a common occurence, and TTK is getting closer to what I'd like.

#119 HGAK47

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Posted 06 January 2017 - 11:23 PM

I have often felt that TTK is ok, clearly much longer than you would find in most shooting games (and I like this, longer TTK means more time for a meaningful and exciting engagement).

That being said I spent a fair bit of time the last week or two using light mechs like the Locust and being cored out in what seems like a single damn hit on multiple occasions sure isnt fun. Then again I am still learning.

#120 HGAK47

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Posted 06 January 2017 - 11:27 PM

View PostRadbane, on 06 January 2017 - 06:12 PM, said:


Can't read through 6 pages of posts now, but the general feel I have now is the same one I had in closed Beta: "Why does it take more effort and time to kill a Light than a Assault?". Lights are the real Tanks in MWO, especially with their inherent Taunt ability.

...That's wrong.

And that's all I have to say


It is funny to me that we can both have such different experiences. Then again we are both correct. Lights can speed tank well if the enemy isnt shooting on point, but however if the enemy is a good shot they only have to put a ppc and gauss round or two into your little light and its nearly toast.





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