

Piranha Doa?
#61
Posted 18 January 2018 - 06:24 PM
But yeah, I do miss the greater agility and the weapon quirks.
#64
Posted 18 January 2018 - 08:12 PM
Yeonne Greene, on 18 January 2018 - 08:02 PM, said:
I am well aware. Though in June of 2016 the Locust was actually in its strongest state. Still had all its quirks, was still more agile, but was now smaller.
One of two Light mechs that got "Better" from that whole fiasco(truth be told, the size increase merely took the Locust from "Joke" to "Viable". It was the fact that all it's competition aside from the Cheeto got nerfed).
#65
Posted 18 January 2018 - 08:44 PM
Requiemking, on 18 January 2018 - 08:12 PM, said:
Again, I'm aware.
All of this is besides the original point, though. Although I miss its superior iteration, the LCT-1E remains a better Light than the LCT-PB.
#66
Posted 18 January 2018 - 08:56 PM
Quote
lights will always be in a bad state because PGI came up with the brilliant idea that lights and assaults should, for some reason, be equal. which goes completely against battletech where assaults are worth 3-4 lights.
lights were doomed from the start. the only thing that ever made them somewhat viable was poor hit registration. and that was completely unintentional and for the most part has been fixed. which is why lights are in the sorry state theyre in now; where the only way they can even get people to play lights in comp play is to force them to use lights by making it 2/2/2/2. Nobody would play them if they werent forced to.
thats why MWO should have ticket based respawns where your team loses tickets equal to the tonnage of the mech thats destroyed; and running out of tickets would mean no more respawns for your team. that way dying in a light would be worth less than dying in an assault. then you could have assaults be worth 3-4 lights and it would be fine. and thered actually be a reason to use lights.
Edited by Khobai, 18 January 2018 - 09:06 PM.
#67
Posted 18 January 2018 - 09:50 PM
Khobai, on 18 January 2018 - 08:56 PM, said:
lights will always be in a bad state because PGI came up with the brilliant idea that lights and assaults should, for some reason, be equal. which goes completely against battletech where assaults are worth 3-4 lights.
lights were doomed from the start. the only thing that ever made them somewhat viable was poor hit registration. and that was completely unintentional and for the most part has been fixed. which is why lights are in the sorry state theyre in now; where the only way they can even get people to play lights in comp play is to force them to use lights by making it 2/2/2/2. Nobody would play them if they werent forced to.
thats why MWO should have ticket based respawns where your team loses tickets equal to the tonnage of the mech thats destroyed; and running out of tickets would mean no more respawns for your team. that way dying in a light would be worth less than dying in an assault. then you could have assaults be worth 3-4 lights and it would be fine. and thered actually be a reason to use lights.
Or just undo the rescale and give Lights their quirks back? Things were very balanced between April of 2016 and June of 2016. Oh sure, you had the Oxide p****** in everybodies' Cheerios, but a simple nerf to it's durability quirks would have solved that(HINT: hit reg nowadays is exactly the same as it was in that short 2 month period).
Edited by Requiemking, 18 January 2018 - 09:50 PM.
#68
Posted 19 January 2018 - 01:55 AM
FupDup, on 18 January 2018 - 04:17 PM, said:
Considering that all of the small frame light mechs can engage in "leg hugging" in the described manner - with all pros and cons of pretty much being a stationary target with an exposed back - the comment on taking torso pitch skill nodes wasn't necessarily meant too serious there.
Will the Piranha be able to do it and at least some players actually try to do it? Most certainly! But that doesn't turn the Piranha into the miracle mech that some try to picture it as.
Potential balancing passes aside where machine guns could indeed get the ghost heat treatment for 9+ mgs: I fully expect to see a Piranha invasion next week that resembles the original Kodiak release just on the low end of tonnage... with all the shits and giggles another mg riot can cause. But just as with the Kodiak (and to smaller extend the MLX-G and ACH-SH release) it'll pass rather quickly and most likely even before any serious form of "nerf" actually hits the servers ...
#69
Posted 19 January 2018 - 02:34 AM
Yeonne Greene, on 18 January 2018 - 08:44 PM, said:
Again, I'm aware.
All of this is besides the original point, though. Although I miss its superior iteration, the LCT-1E remains a better Light than the LCT-PB.
Well, its not better in every circumstance.
As a general spotter/scout, the PB wins 100% of the time.
But, if you want to play it like a striker/interceptor against other lights, the 1E will wreck them, and wreck them hard.
Its really just what you need for the situation.
#70
Posted 19 January 2018 - 06:48 AM
#71
Posted 19 January 2018 - 10:08 AM
El Bandito, on 18 January 2018 - 02:46 AM, said:
So the piranha just lives up to it's name. Tiny little bugger that can be one shot, but very annoying. And that for just 20t! Also the micropulselaserbuild could be very good too. Not ammo dependent, sustained dps can be boosted with coolshots.
#72
Posted 19 January 2018 - 11:31 AM
#73
Posted 19 January 2018 - 12:49 PM
#74
Posted 19 January 2018 - 01:52 PM
#75
Posted 19 January 2018 - 01:56 PM
#77
Posted 19 January 2018 - 02:16 PM
I'm shocked the A haven't got anything meaningful in terms of quirks since it basically have Spider levels of firepower in a 20 ton package.
#79
Posted 19 January 2018 - 02:38 PM
Tordin, on 19 January 2018 - 01:52 PM, said:
Well +12% heat dissipation is THE definition of a general energy quirk except that it also affects all other weapon-types.

Cool run is the most important skill on hot mechs and this quirk is the equivalent of 6 additional cool-run nodes.
Of cause most builds except maybe the micro-er boat won't have the amount of DHS to fully abuse this quirk, but it will still help to keep this thing a little bit cooler...
And giving it MG quirks would be ridiculous with that many hardpoints. The last thing this glass-cannon needs are offensive quirks so i wonder that the PIR-2 even got that beautiful heat dissipation...
Edit: I forgot that the Piranha will need three external heatsinks so of cause the quirk just compensates their worse heat disspation rate.
Edited by Daggett, 20 January 2018 - 03:39 AM.
#80
Posted 19 January 2018 - 02:42 PM
Battlemaster56, on 19 January 2018 - 02:16 PM, said:
I guarantee you that it will make no practical difference.
Quote
TIL the ability to mount 8x MGs, 3x HML, and 2.5 tons of ammo for 7.5 tons of space is "Spider levels of firepower".
Bruh, that's better than what I have in my MLX.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users