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Lights Mechs That Are Too Small


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#121 Shifty McSwift

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Posted 16 June 2017 - 08:41 AM

View PostYeonne Greene, on 16 June 2017 - 08:36 AM, said:


Got it, thank you for clarifying.



Agreed. I would even say that I preferred the Locust when it was larger and easier to hit, but compensated for that by having some pretty fantastic offensive quirks and better agility. It had a higher skill floor and, IMHO, a higher skill ceiling.



Also agreed. Even some of the larger Lights, like the Firestarter, I find the larger problem is more so their lack of agility rather than raw size. It takes forever and a day to align all eight of the Firestarter's weapons and it has the turn radius and acceleration of a Nimitz-class supercarrier, all of which conspire to make it worse than it should be. You are better off taking a Phoenix Hawk, it's that bad.


Yep, and that is where some seriously interesting variation can come in with engine desync too, I am imagining mechs with really high top speeds and accel/decel but terrible mobility (turning/twisting), small mechs like locust size that have an average speed for size, closer to 100kph, but having surprising toughness or firepower etc for example.

There are definitely interesting potentials, and by the "do it all mechs" I also didn't mean do every role in the game, but those mechs that can do everything that other mechs in their class can do, just better. Less of that, more characterful mechs IMO, for sure.

#122 Y E O N N E

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Posted 16 June 2017 - 08:58 AM

View PostShifty McSwift, on 16 June 2017 - 08:41 AM, said:


Yep, and that is where some seriously interesting variation can come in with engine desync too, I am imagining mechs with really high top speeds and accel/decel but terrible mobility (turning/twisting), small mechs like locust size that have an average speed for size, closer to 100kph, but having surprising toughness or firepower etc for example.


You have to be careful with that. It's very easy to pigeonhole a 'Mech and, at this weight, viability becomes something of a binary value.

Quote

There are definitely interesting potentials, and by the "do it all mechs" I also didn't mean do every role in the game, but those mechs that can do everything that other mechs in their class can do, just better. Less of that, more characterful mechs IMO, for sure.


That would be nice, but that requires the developers to fully understand that some traits are worth more than others, and adjusting the magnitude of the buffs accordingly.

#123 dario03

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Posted 16 June 2017 - 10:41 AM

View PostShifty McSwift, on 16 June 2017 - 02:23 AM, said:


This is just one of the several issues that I mentioned, they stack up and become more pronounced on the smaller and faster mechs in practice, I don't see why such a concept is at all controversial or hard to accept, the problems can apply across classes, it just becomes more pronounced and much harder to deal with in practice on smaller and faster mechs to which/when it applies.


Thats only if you look at part of it. Lets assume hitreg is as bad as you say, so sure maybe that kill-shot didn't register on that locust 500m out, but he still needs to get 300m closer to do ~25dmg. But what about that shot on the heavy or assault that didn't reg on its red ct? It just did nothing, or maybe that doesn't happen enough so instead lets say it hit the fresh arm for some reason, now you instantly get hit by a 50+ alpha.

Edited by dario03, 16 June 2017 - 10:42 AM.


#124 Shifty McSwift

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Posted 16 June 2017 - 12:52 PM

View Postdario03, on 16 June 2017 - 10:41 AM, said:


Thats only if you look at part of it. Lets assume hitreg is as bad as you say, so sure maybe that kill-shot didn't register on that locust 500m out, but he still needs to get 300m closer to do ~25dmg. But what about that shot on the heavy or assault that didn't reg on its red ct? It just did nothing, or maybe that doesn't happen enough so instead lets say it hit the fresh arm for some reason, now you instantly get hit by a 50+ alpha.


I never said it was "bad" or to a point where it makes play impossible or even frequent enough to disturb general play, just that it exists (across all mech classes), and become most pronounced in the smallest and fastest moving mechs.

#125 G4LV4TR0N

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Posted 17 June 2017 - 06:12 AM

Posted Image

Blue = Battletech Locust
Red = Battletech Executioner
Green = Battletech Shadow Hawk

Teal = MWO Shadow Hawk

Edited by G4LV4TR0N, 17 June 2017 - 06:18 AM.


#126 Blind Baku

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Posted 25 June 2017 - 09:32 AM

1 I didn't read through all 7 pages but I am here to agree that the last light rescale ruined a lot of lights... Most of them are too big now.

#127 Saint Scarlett Johan

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Posted 26 June 2017 - 02:38 AM

View PostArmageddonKnight, on 12 June 2017 - 07:37 AM, said:

I freely admit im biased, im an assault pilot, so naturaly in MWO i hate Light mechs.
The fact a light can so easily wreck an Assault has never and will never sit right with my 'common sense' notion of; "if a speed boat with a machine gun cant take out a destoryer IRL, how the fk can you justify a light mech taking out an assault mech in 'Sim' type game". A gang of lights yes, but all to often you see and are victim of a single light that just ruins your day ..becouse PGI.


https://en.wikipedia...SS_Cole_bombing

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"but if that were the case , every1 would only play Assaults"


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