Jump to content

It's Time To Eliminate The "mini-Assault" Light Mechs


132 replies to this topic

#21 Chados

    Member

  • PipPipPipPipPipPipPipPip
  • 1,951 posts
  • LocationSomewhere...over the Rainbow

Posted 05 August 2017 - 01:26 PM

At 750 meters, isn't he at max range for standard large lasers?

#22 Bigbacon

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,108 posts

Posted 05 August 2017 - 01:26 PM

in a way he has a point. So many lights now can either tank like a boss magically and/or alpha laser vomit like a boss.

like watching a cheetah stand still and vomit 4 to 6 lasers as you run around and pound it with MRM,SRMs, LRMs, or whatever it just kind of laughs and cores you.

I get comments a lot in commandos as to why it can tank damage so well.

#23 RestosIII

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,322 posts
  • LocationDelios

Posted 05 August 2017 - 01:29 PM

View PostBigbacon, on 05 August 2017 - 01:26 PM, said:

like watching a cheetah stand still and vomit 4 to 6 lasers as you run around and pound it with MRM,SRMs, LRMs, or whatever it just kind of laughs and cores you.


MRMs: Large spread, obviously won't hit all hit a light mech

SRMs: Depending on launcher size/artemis, decent spread, requires close range to hit the target, but will obliterate light mechs if you can aim.

LRMs: Some of my LRMs miss Assault mechs due to how they work, so of course they're going to miss a light mech.

As long as you're using weapons that make sense for the job and can aim well, light mechs are relatively easy targets.

#24 Asym

    Member

  • PipPipPipPipPipPipPipPipPip
  • Nova Captain
  • 2,186 posts

Posted 05 August 2017 - 01:46 PM

Wow... Everyone's fault. The "get Gud" mentality yet again. I've dropped with some of the "names" we all hear about and they can't seem to kill certain light mechs either....

I may have had the mech I was watching/spectating wrong... Sorry. And no, he was in no way missing. Neither was the other pilot. Naw, there just wan't any damage registering...... I've seen fire control King Crab's with the UAC-2 "zipper" zap assault mechs a lot faster than assault-lights.... Missing, not enough to justify that survival rate...... Hit box size? Maybe, but given the amount of ordanance fire, no...........

I wasn't missing either: just nothing was registering on the mini-assault's damage display.

Earlier this year, post skill tree, I had a LRM boat and a friend of mine on the other side offer to stand still in a Urban mech during a match. That way, we were using the exact gameplay engine everyone uses for matches. 325 LRM's to seriously hurt an stationary Urban at 500 meters... LRM mech fully mastered for LRM's. No tag. Again, hit box size?

A stationary Raven at 350 meters taking 6 PPC hits without registering damage. Commando's actually running through and around lances of mechs without being legged or seriously damaged.... Theses aren't Noob tier 5 pilots........

Something is seriously out of whack. That's all I am saying........

If PGI doesn't comment on these posts, that's fine.... The reason I brought this up is that something is seriously wrong in the damage accounting matrix PGI is using....... Maybe, someone might get an opportunity to actually talk to PGI about it.

It is ruining a lot of people's fun and it becomes senseless and fuitle at some point. I like a good fight. I prefer a fair fight and expect to lose every so often. Chasing an Urban for 5 + minutes and not being able to destroy him is counter intiuitive and stinks of programming issues......

#25 McValium

    Volunteer Moderator

  • PipPipPipPipPipPip
  • The Referee
  • The Referee
  • 301 posts

Posted 05 August 2017 - 01:50 PM

Please remember that Spectator view is very flawed when it comes to hits. you are not seeing what the player/server sees.

#26 Valhallan

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 484 posts

Posted 05 August 2017 - 01:54 PM

View PostRestosIII, on 05 August 2017 - 01:29 PM, said:

LRMs: Some of my LRMs miss Assault mechs due to how they work, so of course they're going to miss a light mech.


Well actually a properly built LRM can reliably waste lights (as long as you're not the last one and getting charged), with artemis and tag the lrms will core/eat his legs quite fast Posted Image. Sure it's inferior to 360 no scope no lag gauss/ppc aimz skills, but not many have that combination.

#27 RestosIII

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,322 posts
  • LocationDelios

Posted 05 August 2017 - 02:00 PM

View PostValhallan, on 05 August 2017 - 01:54 PM, said:


Well actually a properly built LRM can reliably waste lights (as long as you're not the last one and getting charged), with artemis and tag the lrms will core/eat his legs quite fast Posted Image. Sure it's inferior to 360 no scope no lag gauss/ppc aimz skills, but not many have that combination.


Only if the light mech is stupid enough to run away from the LRM boat :P If he runs at a perpendicular/diagonal angle to the LRM boat, those legs aren't going to take that many hits before they can find cover. It IS hilarious to see them run straight away though, because they do all go for the legs at that point.

#28 Spheroid

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 5,069 posts
  • LocationSouthern Wisconsin

Posted 05 August 2017 - 02:02 PM

Tanky lights are better for the enjoyment of this game then ones made of paper. Many of the tools of lights have been nerfed as well including the performance of small pulse lasers and missile spread.

The asthetic goal of the Battletech IP is one of groups of combatants slaming away at each other stripping parts and weapons before the stronger corpse wins. Pinpoint damage is the antithesis of this spectacle and because of coding limitations increased durability was deemed the easiest solution to increase TTK. If a light can be legged in one shot, death is but four seconds away given most reload times.

The tankiness is required for the ballet of fighting. Fragility promotes camping, meatsheilding and lack of aggressive pushes.

Also you should shooting legs on all lights. The Raven upper torso is well shaped.

Edited by Spheroid, 05 August 2017 - 02:22 PM.


#29 Y E O N N E

    Member

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

Posted 05 August 2017 - 02:12 PM

View PostSpheroid, on 05 August 2017 - 02:02 PM, said:

Also you should shooting legs on all lights. The Raven upper torso is well shaped.


I almost always kill Ravens by taking a side.

#30 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 17,895 posts

Posted 05 August 2017 - 02:15 PM

i find that if more than 3 mechs are all chasing the same light, they tend to be more of an impediment than a help. last thing the guy in the streak boat wants to do is have to navigate around the slow ballistic assault who is hitting his team more than the target.

something like that happened when i was working on my medium warhorn, i was running an assassin with 2 lppcs and 3 streak4s. after killing one of a pair of lights that were coming up on our flank, i went after the second. i considered breaking off but i noticed that he was headed toward a camping stormcrow. i linked up with another mech who was going that way and a 3rd joined up. by the time both of those mechs were destroyed, there were 5 more mechs that joined in. we lost the game because the assaults and heavies didnt have no support. the morale of this story is dont chase the ******* squirrel.

Edited by LordNothing, 05 August 2017 - 02:16 PM.


#31 Relishcakes

    Member

  • PipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 337 posts

Posted 05 August 2017 - 02:21 PM

View PostThoseWhoFearTomorrow, on 05 August 2017 - 01:14 PM, said:

Just coming in here to say that the cougar needs a bit of buff. The arms are too flimsy.

Just here to agree to this. All my blam on my arms and the moment someone sneezes it explodes? No thanks. However, the moment I get the jump on an assault they know I hit em. With some planning and concentration I can even take down that silly assault...even if I am running in taters and have NO JUMP JETS!

#32 Jikil

    Member

  • PipPipPip
  • The Covert
  • The Covert
  • 83 posts

Posted 05 August 2017 - 02:23 PM

Man you wanna talk about tanking damage.

Try out the Commando 2D, that thing is as tanky as a heavy mech.
Plus it deals out tremendous damage now that it can actually carry a decent amount of ammo thanks to skill tree.

The real offender though has to be the 250LFE Wolfhound 2 sporting 5 medium pulse lasers.

I'm legit terrified to run into one on heavy mechs due to the amount of punishment that thing can take.

#33 Unnatural Growth

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,055 posts

Posted 05 August 2017 - 02:26 PM

I recommend that the OP try piloting a Raven for a few matches. Perhaps some "perspective" is in order...

#34 Big MO

    Member

  • PipPipPip
  • Shredder
  • 87 posts

Posted 05 August 2017 - 02:27 PM

Part of the problem is the terrain on certain maps. Was playing several games in my clan account last night. In one on polar highlands I was in a linebacker, could see an enemy light that was already legged at 300 meters clearly. Firing a heavy large laser from the high torso mount had no effect. Moved a few steps closer and magically the terrain changed and he was almost completely behind a hill. In another one I was dueling a Wolfhound with my Arctic Cheetah in the water of Crimson Strait. Neither one of us could do almost any damage to the other in nearly 2 minutes. We finally broke it off. Later I encountered him on the upper platform and killed him - while taking a lot of damage back. Something in the terrain seems to be seriously bugged.

#35 Ted Wayz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,932 posts
  • LocationTea with Romano

Posted 05 August 2017 - 02:34 PM

View PostMystere, on 05 August 2017 - 10:54 AM, said:

I only have two things to offer:

Shoot. The. Legs.




and:

Are you sure you did not miss, especially from the server's POV?




Same posts about lights for three years. Same excuses as to why lights are okay.

Used to be one shot AC20 on the legs and the light was legged. Now with armor and structure buffs and the fail "skill" tree...

At some point just stop defending buffs and broken hit boxes on lights. Maybe instead push for lights to have a different role than every other mech in game.

But then PGI is an absentee landlord. You are definitely getting what you pay for as PGI has demonstrated they have no desire to try and enlarge the playerbase. So as the cash goes down so should your expectations.

Want to buy a tournament pack!?

#36 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 05 August 2017 - 02:37 PM

View PostTed Wayz, on 05 August 2017 - 02:34 PM, said:

Used to be one shot AC20 on the legs and the light was legged.

That was only the case on unquirked Locusts. Every other light had more than 20 leg HP.

#37 ocular tb

    Member

  • PipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 544 posts
  • LocationCaught Somewhere in Time

Posted 05 August 2017 - 02:41 PM

Not sure if it counts for your example but definitely don't discount the possibility that there can be some wonky hit detection. It's better than it's been but can still be shoddy at times. PPCs are especially notorious for having wonky hit detection even against slow assaults and add to that a faster mech with high ping and things can get weird for sure. Urbanmechs I would say are the tankiest of them all with small size, good hitboxes, and having 360* torso twist they can be tough to take down from a distance. I know the situation you mentioned is different than what I outlined, but the key to taking down lights is definitely the legs. They're just easier to hit and once they're stuck moving at 40-50kph they're just about done for at that point.

I spend most of my time in lights, particularly the Jenner-F which not only was hit with a larger rescale, but it's movement archetype got moved up to the next size up which made it less agile (Firestarter got hit with this too). The new skill tree with the durability skills has helped it and a lot of other lights too. They need it in my opinion. And some, like the Jenner, need a lot of mobility points too and end up having to sacrifice a lot of other skills just to keep decent durability and mobility. All in all I say lights are not in too bad a place right now but some could certainly use a little more help. And they are still heavily punished with a direct hit from just about any high alpha loadout that are quite prevalent right now with the new mechs and tech.

TL/DR: Go for the legs. Also I second those who suggest you try them out yourself. I think they're the most fun since they can do many different things while also running the risk of dying or becoming disabled quickly. High risk/high reward. And finally, I agree with a post above that says that fragile lights don't make for good game enjoyment. If they were made of paper they would be almost non-existent and that wouldn't be good for the game.

Edited by ocular tb, 05 August 2017 - 02:44 PM.


#38 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,565 posts
  • LocationSCIENCE.

Posted 05 August 2017 - 03:09 PM

View PostTed Wayz, on 05 August 2017 - 02:34 PM, said:


At some point just stop defending buffs and broken hit boxes on lights. Maybe instead push for lights to have a different role than every other mech in game.



And no-one will ever play them. This is a fightin' game, and the first ever mechwarrior title where there are viable mechs outside the assault class.

Want to make lights scouts and capping mechs? Try it. Do that for a match, and avoid contact.

Hamper light mechs any further, and all you'll create is resentment whenever a light mech pilot drops, because it just means everyone else has to carry harder for the mech that can't contribute.

#39 Ted Wayz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,932 posts
  • LocationTea with Romano

Posted 05 August 2017 - 03:12 PM

View PostMcValium, on 05 August 2017 - 01:50 PM, said:

Please remember that Spectator view is very flawed when it comes to hits. you are not seeing what the player/server sees.

Yes, it is impossible to tell if a light is standing in front of an assault and face tanking it.

#40 Ted Wayz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,932 posts
  • LocationTea with Romano

Posted 05 August 2017 - 03:14 PM

View PostFupDup, on 05 August 2017 - 02:37 PM, said:

That was only the case on unquirked Locusts. Every other light had more than 20 leg HP.

Really. So my comment about quirks aka buffs was lost on you then.

Wasn't so long ago there were no quirks. Before PGI threw in the towels on roles and tried to balance all weight classes against each other.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users