Dimento Graven, on 05 April 2018 - 10:26 AM, said:
If you're in a slower 'mech you're trying to move to your team as quickly as possible, as again, they've more often than not left you behind, so yeah, you're attempting to meet your team so you can participate in the battle and share armor.
If you're attempting to move in such a way as to avoid lights completely:
A: You're not helping your team, you may never reach the battle until it's too late.
B: Considering that lights can move upwards THREE TIMES the speed, and can cover THAT MUCH MORE GROUND than a slower 'mech it's a pointless exercise anyway.
You're missing my original point.
This isn't a mech/class problem this is a queue/team problem. Taking a slow mech and getting left behind isn't a light mech issue. With proper movement, positioning, and coordination it's absolutely possible to avoid being flanked by lights. Sure, in solo queue you might end up in situations where there is little you can do, that's the risk of taking a big slow mech. Short range lights have a similar problem when the team is ranged and wants to snipe. It's often near impossible to actually get close enough to the enemy team to do damage without support from your team.
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You can't play the 'git gud' card because people can't see through solid objects.
You misunderstand, that wasn't a 'git gud' response it was a 'And that's a problem why?' I think it's perfectly fine that the smallest/fastest/most lightly armed and armored class can use movement, positioning, and cover to sneak up behind the biggest/slowest/most heavily armed and armored class. I think having to position mechs so that you have vision on blind spots is a good feature, not a negative. Otherwise, why not just make maps one giant flat plain.
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Except you're ignoring the fact that, AGAIN, limited turning ability prevents most 'mechs from being able to see behind them and becasue the light gets to take advantage of 3 times the speed and all the cover available can pop out at LESS than 90 meters leaving ZERO time for the assault to PROACTIVELY prevent getting shot in the ***.
I'm not expecting assault mechs to be able to turn their torsos 180 degrees and see directly behind them. The worst torso turn angle is 60 degrees, but plenty of assaults have 90 degrees or more. Take a quick 45 degree turn with your feet, look 90 degrees behind you and you can can see almost your entire rear arc on that side. Sure, a light that has a clean line directly at our back may still be able to sneak up on you, but it's really a small window.
There are plenty of places that have wide open areas where lights have to cover 400m+ of open space to get a back shot, that's incredibly risky for the light. If you have cover that's within 90m of your back you should either be aware of that (and watching for lights) or just put your back to it (thus preventing backstabbing).
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It is 100% easier for the light to come up behind and shoot a larger 'mech unawares than it is for the assault to do his job of damaging the enemies AND getting to the battle, AND sharing armor, AND constantly checking behind him for the inevitable 12mg/laser butt gank.
And it's 100% easier for an assault mech to 1 shot a light mech than it is for a light mech to scout AND flank AND screen for enemy lights AND respond to cap points AND avoid streaks, AND avoid getting oneshotted.
Lights literally have dozens of mechs/builds that can 1 shot kill/cripple them from the front. Lights have lots of roles that they play, slowing down and harassing assaults is one of them. If being a light is so easy, why is it that assaults consistently score higher as a class?
While not as frequently as lights, I play assaults too. I don't normally have a big problem with getting jumped by lights.
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As opposed to the near 'free pass' mode lights get in just running up behind assaults who can't turn as fast, or far enough, or aim low enough to effectively fight off a single light in a BALANCED manner, let alone MORE than one.
Because there's no risk involved in sneaking around behind an assault within 90m and taking a shot. Most assaults can turn fast enough to deal with a light and most assaults have enough firepower to 1-2 shot a light mech. It's a huge risk to sneak up on something like a 2xHGauss Cyclops. If you don't have a clear line of escape it's really easy to get gunned down. You're also usually far from your team so there's no backup if you get jumped by lights or streaks.
Again, if you're a lone assault far away from your team you absolutely should be getting killed by light mechs. It's a team problem, not a balance problem. I rarely see good assault pilots having problems dealing with lights unless they are getting jumped by a wolfpack.
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Little to no cost? It required investment in CBILLS and experience and loss of the very few module slots we were allotted.
C-bills/experience are for practical purposes infinite so they don't come into play when considering balance. It took a module slot, but before it was added mechs didn't even have module slots, so it was a straight upgrade in that regard. It was also far better than every other module except radar dep such that pretty much everyone took it always. I'm sure not taking advance hill climb was a big sacrifice to get the ability to see through walls.