Jump to content

Would You Continue To Pilot Light Mechs If Pts-Conditions Go Live?


34 replies to this topic

Poll: Keep playing lights? Poll! (49 member(s) have cast votes)

Will you keep playing lights when new skill tree system goes live?

  1. Yes. (22 votes [44.90%])

    Percentage of vote: 44.90%

  2. No. (27 votes [55.10%])

    Percentage of vote: 55.10%

Vote Guests cannot vote

#21 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 03 March 2017 - 09:33 AM

I'm going to play my lights MORE. Here I'll copy something I just wrote into that Catapult A1 thread as an example of how lights will be better for certain roles in a TEAM game if you maximize the build strengths correctly.

I'll use a spider 5D as an example... classic scout/harasser type mech... has three energy hardpoints (2 RA, 1 CT), and can carry ECM on a 30 ton chassis with jump jets. Some build them to close range fight with med pulse lasers and others build with just a single ER large or ER PPC and sniper with them. I own two setup for either of those styles. Both as a core combine a 255XL, Endo/FF, 10DHS, ECM, and maximum jump jets. The close build is two MPLs in the RA and a Med laser in the CT (which when the tech advance happens will become an ERML) and the other long range build is an ERLL and TAG both in the RA.

For the skill nodes of the long range one, I took 16 of the JJ tree (skipped most of the heat shield ones), 12 from auxillary so as to carry 5 consumables (1 coolshot, 2 strike, 2 uav), 13 sensors focused around sensor range, info gathering, the zoom and 100 meters worth of seismic. I didn't bother with enhancing the ECM or radar dep because the goal is to find a spot on my own to designate targets from and take shots of opportunity, while advising the team of enemy positions, conditions and movement. Because it only has the single ERLL, the ten DHS in the engine provide all the cooling I need to fire continuously and not overheat so I had no need for any operations nodes, though I do carry a single coolshot just in case. I took 24 mobility nodes with an emphasis to the full speed tweak and as many torso and arm pitch nodes as possible so as to maximize finding a high spot to camp and still shoot downwards at targets close below me. 11 survival nodes including all the shock absorbance ones. 15 firepower nodes focused on laser duration, range, heat and a couple cooldown ones.

In terms of net numbers from the ones I mentioned above being focuses...10% torso pitch and 30% arm pitch net me an extra 11 degrees to aim the lasers up or down (going from 50 to 61). 35% sensor range and 35% info gathering and a 200 meter 360 degree target info retention gives me another 280 meters of radar range (from 800 to 1080). 7.5% extra range on top of a mech that still has a 10% energy range quirk with a -10.5% duration and the ERLL cycles quicker and still won't overheat my mech. Also the two UAV's run 10 seconds longer each and have 40% more detection range (288 meters instead of 240). And my strikes do 50% more shells, 20% more accurately so there's a chance of multiple hits on mechs closer to the marker. On a large map like Grim plexus...starting from say a drop zone at F2/F3 edge, I can circumnavigate to the enemy drop zone around F11 in about 2.5 minutes, look for any AFKs or discos, and then sweep in behind them to stick up a UAV, lay a strike, and help my team by being a royal nuissance to the enemy.

Now as to my close range brawling spider... I'd probably run some different nodes as I'd want more armor/structure survival bonuses and pickup the other 100 meters of seismic while not needing the zoom node, nor so much arm/torso pitch angle or the full speed tweak. I'd also need the second coolshot and not need the double arty strikes.

View PostGas Guzzler, on 03 March 2017 - 09:23 AM, said:

Maybe snipey poke lights...


see above

#22 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 03 March 2017 - 09:40 AM

I already rarely play them because they are poor performers, but my Viper will not be played with these changes.


You are unable to stop in the rear arc of mechs with the current Decel, and even if you got used to it, it would not be worth closing


But Heavier mechs feel alright, so I'll just play those

#23 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,257 posts
  • LocationCalifornia Central Coast

Posted 03 March 2017 - 09:42 AM

View PostMcgral18, on 03 March 2017 - 09:40 AM, said:

I already rarely play them because they are poor performers, but my Viper will not be played with these changes.


You are unable to stop in the rear arc of mechs with the current Decel, and even if you got used to it, it would not be worth closing


But Heavier mechs feel alright, so I'll just play those


Yeah, you really have to experience it to believe it. I tried running a Locust last night and if I was playing against people who could aim I would have been killed 6 times, at least.

#24 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 03 March 2017 - 10:55 AM

I absolutely would not. For some reason, the baseline agility PGI chose for lights, like the Locust and Mist Lynx, is "nonexistent" while my Marauders and Battlemasters dance around about as well as they do on Live. Bass-ackwards.

It takes so long for the Lights to stop and accelerate that Tier 7 Joe Q F*ckFace who has been butt-touched by Lights and complaining might finally actually land a full burn with a Clan ERLarge. That is how bad it is.

#25 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,257 posts
  • LocationCalifornia Central Coast

Posted 03 March 2017 - 10:57 AM

View PostYeonne Greene, on 03 March 2017 - 10:55 AM, said:

I absolutely would not. For some reason, the baseline agility PGI chose for lights, like the Locust and Mist Lynx, is "nonexistent" while my Marauders and Battlemasters dance around about as well as they do on Live. Bass-ackwards.

It takes so long for the Lights to stop and accelerate that Tier 7 Joe Q F*ckFace who has been butt-touched by Lights and complaining might finally actually land a full burn with a Clan ERLarge. That is how bad it is.


Yeah, had one of those in a PTS match saying that he was happy with the new agility and that the Locust needed to be reigned in.

#26 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,122 posts

Posted 03 March 2017 - 10:59 AM

They clearly need to improve Light base agility.

#27 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 03 March 2017 - 01:15 PM

The base should be strictly determined by tonnage because as they've done it on the pts... the dragons are the same agility as wolverines which shouldn't be the case. They claimed in the whole decoupling announcement that Atlas's would be the same agility as Kodiaks... but in terms of the hero's... the Boar's head is better than all the other Atlases, and the Spirit Bear is worse than all the other kodiaks.

#28 R Valentine

    Member

  • PipPipPipPipPipPipPipPip
  • Heavy Lifter
  • Heavy Lifter
  • 1,744 posts

Posted 03 March 2017 - 01:25 PM

I don't really understand the point of making these gigantic mechanical changes to the game so late into it. We have no real ETA on this patch, but it's so huge that you really can't spend any money or space monies at the moment. It could all end up being worth nothing. Upgraded that engine on your Catapult? BOOM! De-couplenated. Go back stock engine. That's 5.4mil C-bills you won't be getting more than a month's use out of. Bought a light mech? BOOM! De-couplenated. A good waste of 5 mil c-bills. Go back to your Timberwolf.

#29 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 03 March 2017 - 01:32 PM

Speaking of Catapult, the Jester can't torso twist for sh*t even with a bearly full agility tree, but the K2 is fine.

RIP XL.

#30 Quaelgeist

    Rookie

  • Little Helper
  • 7 posts

Posted 03 March 2017 - 03:22 PM

If these PTS changes go live as they are right now, i will stop playing MWO altogether. Since the rescale, i barely touched my Jenners and Firestarters. Now, that they want to take away my Locusts' Mobility, they are about to take away the aspect of this game, that is most fun to me. I also don't see how especially lights need their mobility nerfed. Practically every member of the enemy team could conceivably one shot a Locust, if they can get a clear enough shot. The PTS agility values, as they are now, would force light pilots into overly defensive and avoiding play, which is boring to me and i am sure, a lot of other light pilots too.

what would you rather have, enemy assaults? Lights sticking to running around the outskirts of the map, spotting and capturing and annoying you with the occasional ERL beam, or soaring around between your feet, their lasers blazing? posing a greater threat, but also giving you the chance to gloriously step on them with one well placed alpha, close range directly to the face? to me, it is clear, which is the more exciting gameplay experience.
The counter to a more mobile opponent is prediction based on situational awareness, experience and careful aim.

And let me state clearly: Every Pilot determines for himself, how his mech is supposed to be played. (LRM-Atlas being the exception ^^)

#31 XX Sulla XX

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,094 posts

Posted 03 March 2017 - 03:35 PM

If it goes through like this I might just stop playing.

#32 MechWarrior5152251

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,461 posts

Posted 26 April 2017 - 07:03 AM

In the board game an assault will always beat a light, but in an online FPS you can't have one class out match another class.

#33 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 26 April 2017 - 07:49 AM

Disassociating engine sizes and mobility was a good step, however the vaulues of soem chassis for acc/decc need tweaks. But the general disassociation was a necessary thing.

But hey be happy PGI even does public test stuff unlike many other companies. So it's up to us to show them properly where things aren't working and suggets proper (not oversalty or egoboosted) suggestions of whats needed.

Edited by Lily from animove, 26 April 2017 - 07:51 AM.


#34 Ockish

    Member

  • Pip
  • The Hammer
  • The Hammer
  • 12 posts

Posted 29 April 2017 - 03:28 AM

I have mixed feelings about this. I do think PGI has managed to find good balance between weight classes thus far, however, it was a process that took years. Changing things up so that mechs have roles is exciting, but it won't happen without stepping all over some peoples playstyles.

Under the current system you have weight limits on groups and drop decks, why, because heavier mechs have a slight edge.
Under the current system lights are cheaper to buy, cheaper to gear up, why, because heavier mechs have a slight edge.
Weight = firepower = effectiveness.
You pay for weight when you buy mechs and you pay for weight every match.
(I realize you can give examples where you, in your granpa's Locust, took out a lance of assualts single handed.)

The slight advantage of weight is a core part of the game ... but it should be subtle, something a good pilot can overcome.

This balance is going to be difficult to find again and won't be found for some time in my opinion.
Meanwhile we may have to learn to play with new toys that have different advantages, and require different strategies.





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users