

Resize The Is Light Please
#1
Posted 14 May 2017 - 05:33 PM
#2
Posted 14 May 2017 - 05:39 PM
Our only hope is moar quirks, but PGI is very stingy when it comes to quirking light mechs. Or sub-par mechs in general really, but lights especially get the short end of the quirk stick.
#3
Posted 14 May 2017 - 05:40 PM
#5
Posted 14 May 2017 - 05:46 PM
Seriously a 75 ton Timberwolf comes up to the shoulders on my Phoenix. I have screens of this. Also got screens beside the 80 ton Cyclops.
Let me get screens of the Arctic Cheetah first though, it comes up to the Phoenix Hawks waist.

The head of the Phoenix Hawk is roughly the same size as an entire Locust.

Edited by Johnny Z, 14 May 2017 - 06:14 PM.
#6
Posted 14 May 2017 - 06:29 PM
Johnny Z, on 14 May 2017 - 05:46 PM, said:
Seriously a 75 ton Timberwolf comes up to the shoulders on my Phoenix. I have screens of this. Also got screens beside the 80 ton Cyclops.
Let me get screens of the Arctic Cheetah first though, it comes up to the Phoenix Hawks waist.

The head of the Phoenix Hawk is roughly the same size as an entire Locust.

Yeah...I still love the Phoenix Hawks, but that was a really rough launch for them last year. They are freaking huge! And there is no quirking your way out of it. Things are slightly better with their arms buffed all to hell, but they are still a massive target for their tonnage. Considering the intended role of the chassis as a scout command mech...yeah, not very good scaling. It's a beautiful design, but it's....HUGE!
#7
Posted 14 May 2017 - 06:33 PM
Javin, on 14 May 2017 - 05:33 PM, said:
except literally none of them are.
I suppose it's possible that one might be taller, or longer, etc. But since they are volumetrically scaled, 3D constructs, it's quite literally impossible to be larger.
But while you are at it, should we code in a little more lagshield while we are at it?
Edited by Bishop Steiner, 14 May 2017 - 06:33 PM.
#8
Posted 14 May 2017 - 06:42 PM
#9
Posted 14 May 2017 - 06:45 PM
Rather than rescaling lights I think a better focus would be giving lights a more crucial role when it comes to scouting/spotting, electronic warfare, and general support of the heavier mechs on their team. If lights have other important things to do besides combat then the scaling issues dont matter as much.
1) make sensor locks required to do damage past optimum range. And also reduce the sensor range of heavies and assaults. That immediately validates lights and mediums. Also add a new bonus so lights get partial credit for any damage done past optimum range to a mech they spotted. NARC would be pretty strong then too.
2) take away ECM stealth but instead give ECM back its ability to cut enemy mechs off from their teams sensor network. ECM used to do that and it was a great ability for lights and let them disrupt enemy sensors. PGI shouldve left that ability on ECM and taken stealth away instead. Also give ECM a new ghost mode that can create fake radar signatures.
3) add a multi-targeting ability in the sensor tree. this is something PGI said they would add a long time ago to let mechs target 2-3 mechs at a time. Its an ability lights could really use.
4) add new consumables to the game: like a seismic sensor probe and a decoy probe that can be planted in the ground and create fake radar signatures.
5) add ARROWIV to the game to help make TAG more worthwhile. A consumable is probably the easiest way to add it. But it would be cool if ARROWIV was an actual mech weapon that heavies/assaults would launch and lights would have to guide it in with TAG.
That would help lights cause a lot more chaos in the enemy lines and thats exactly what lights should do. If given the right abilities, they dont necessarily have to be directly involved in combat in order to screw up the enemy team and cause confusion/chaos.
Edited by Khobai, 14 May 2017 - 07:01 PM.
#10
Posted 14 May 2017 - 06:59 PM
Bishop Steiner, on 14 May 2017 - 06:33 PM, said:
Yeah, like that insane lag shield the Panther, Firestarter, or Wolfhound has?
Edit: Actually, I would love for a little more lagshield in these mechs. It might make them halfway decent!
Edited by Matt2496, 14 May 2017 - 06:59 PM.
#11
Posted 14 May 2017 - 07:00 PM
Matt2496, on 14 May 2017 - 06:59 PM, said:
Yeah, like that insane lag shield the Panther, Firestarter, or Wolfhound has?
wouldn't know, they weren't "meta' mostly anyhow (ACH was death knell for FS9s before the rescale), so even when smaller, no one ran them. And actually, yeah, they did address damage reg issues with FS9s at one point, but hey, let's pretend that didn't happen.
Edited by Bishop Steiner, 14 May 2017 - 07:00 PM.
#12
Posted 14 May 2017 - 07:10 PM
#13
Posted 14 May 2017 - 07:24 PM
Bishop Steiner, on 14 May 2017 - 07:00 PM, said:
Before the rescale, it was essentially pilot choice whether you took the FS9 or ACH. I think the FS9 was actually the preferred Light for dueling roles; I know I preferred it in the brawl to the ACH for its greater speed.
#14
Posted 14 May 2017 - 07:28 PM
1) the Scale light mechs are now, is the right scale, they are not accurate to the world they are in,
2) this new Skill will buff many Lights, with a good deal of agility(ACH is actually getting nerfed to 185Engine Agility)
#15
Posted 14 May 2017 - 07:30 PM
Yeonne Greene, on 14 May 2017 - 07:24 PM, said:
Before the rescale, it was essentially pilot choice whether you took the FS9 or ACH. I think the FS9 was actually the preferred Light for dueling roles; I know I preferred it in the brawl to the ACH for its greater speed.
only time I saw comp teams using it over an ACH was when they were on IS contracts, tbh, but whatever. My main point still stands.
But for a change, Khobai actually touches on the real issue, which is the need for PGI to expand their myopic rewards focus.
Those who were truly good with Lights to begin with still seem to make em work, somehow. But I see a lot of people that maybe got exposed for not being as good as they thought? IDK.
My comment was more geared toward the ridiculous size claim in the OP.
#17
Posted 14 May 2017 - 07:33 PM
Andi Nagasia, on 14 May 2017 - 07:28 PM, said:
well that would explain some of the butthurt.
Tripzter, on 14 May 2017 - 07:30 PM, said:
well, shoot em in the legs and you avoid that issue.

#18
Posted 14 May 2017 - 07:41 PM
Tripzter, on 14 May 2017 - 07:30 PM, said:
Mcgral did test on the ACHs hit boxes, they are fine,
if it seems off its probably your aim, or if you watching some one else its probably spectator lag,
#19
Posted 14 May 2017 - 07:43 PM
Wil McCullough, on 14 May 2017 - 05:42 PM, said:
Lol, i've been running UAC5 on my Kitfox. Nobody expects a Dakka Fox. Plink Fox kinda works too.
My only gripe is that why is UAC5 a stubby barrel cluster? when the UAC2, and UAC10 is a long-*** gun at the Kit-Fox' ear. Lengthen the damn thing too.
#20
Posted 14 May 2017 - 07:47 PM
Bishop Steiner, on 14 May 2017 - 06:33 PM, said:
But while you are at it, should we code in a little more lagshield while we are at it?
Bishop, let me ask you a question. Do you really think it is ok for a 35 ton humanoid Light mech, such as the Wolfhound, to be so large that it looks like a somewhat emaciated 65 ton Heavy?
Edited by Requiemking, 14 May 2017 - 07:47 PM.
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