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Lights Op Plz Nerf


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#21 Xiphias

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Posted 05 April 2018 - 07:43 PM

View PostKrivvan, on 05 April 2018 - 07:20 PM, said:

It's funny because to me, Assaults are the hardest to play. But that's because I can't adjust my playstyle to work with Assaults despite understanding why.

I have a similar issue. I can play assaults competently, but I doubt I could ever be a top tier assault pilot in an actual comp setting. I've just gone too fast for too long.

#22 JediPanther

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Posted 05 April 2018 - 07:48 PM

View PostHazeclaw, on 05 April 2018 - 05:05 PM, said:

We must not stop until lights make up less than 1% in solo qp


Unfortunately for mwo but to the merriment of all assault pilots I have to make new car payments so you now have one less OP Death Star Ace of Spades pilot **** the assaults and **** every thing else that gets under 200m. Fear not! For I will return and in my Glorious Return every other thread in general discussion will be light mech name* is OP! as well as JediPanther OP! Must Nerf! On that day, the day of my Return light Que will skyrocket to a mighty 2%!

* name of the currently used light mech piloted by JediPanther including such op lights as Spider 5V, LCT-1V, Firestarters, IS Jenners, Urbies, and of course the name of the mech inspired by my greatness and feared so much they dare not name it proper thus naming it 'Panther.'

Paul's and Russ' response to all twitter crying shall be thus: "We are currently aware of JediPanther's OP-ness and looking into possible solutions. Expect a resolution soon."

#23 Lightfoot

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Posted 05 April 2018 - 08:27 PM

I take the opposite view. That all mechs should have the mini sized hit-boxes of Lights. Oh sure they would be larger on other mechs than Lights, but my sense is that I hit Lights near center and mysteriously no damage is applied. Only dead center hits apply damage. My lag time is under one tenth of a second so it's not lag. Lights should keep this attribute for sure, but other mechs should get the same treatment. I know how much armor Lights have and they should be dying a lot faster to direct hits.

#24 Requiemking

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Posted 05 April 2018 - 08:30 PM

View PostLightfoot, on 05 April 2018 - 08:27 PM, said:

I take the opposite view. That all mechs should have the mini sized hit-boxes of Lights. Oh sure they would be larger on other mechs than Lights, but my sense is that I hit Lights near center and mysteriously no damage is applied. Only dead center hits apply damage. My lag time is under one tenth of a second so it's not lag. Lights should keep this attribute for sure, but other mechs should get the same treatment. I know how much armor Lights have and they should be dying a lot faster to direct hits.

Try shooting Lights with spread weapons, such as large LBXs. I guarantee, those Lights won't be around much longer.....

#25 LordNothing

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Posted 05 April 2018 - 08:35 PM

i kind of like that assaults have a weakness. without the fast movers assaults would be op. the problem, is you, the player, and the "team" and of course pgi.

its foolish to throw away your assaults by stranding them in the rear left to fight light mechs. its amazing you dont see people running purpose built escort mediums with the sole purpose of defending the assaults, you can net a squirrel or two with your streak boat. assaults are pretty much bait. lights come to kill assaults every game, and if you take an assault you should learn to fight them. lights kill my assault sometimes but i usually make them earn it. or learn to stay with your team. or call them out for doing stupid things like leaving all that guns and armor to die to mech a quarter the tonnage in the first 2 minutes.

then you got the fact that you have so many potato assaults, so people dont think they are worth protecting most of the time. lerm atlases and 30kph annihilators. good assault pilots should protect each other, know the maps very well, and maintain strong situational awareness at all times. its like playing chess, you need to think 4 moves ahead. good builds are also important, dont go slower than 50kph in qp or 60kph in fp, and be ready to move the second you hit the ground, dont afk.

its pgi's fault for providing all the incentives for personal performance and putting very little value on winning or teamwork. poeple leeroy out try to get a kill and die so they can get into the next match faster just to level mechs. or that mechs even need to be leveled in what is essentially an arena shooter.

Edited by LordNothing, 05 April 2018 - 08:36 PM.


#26 Mainhunter

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Posted 05 April 2018 - 10:11 PM

A major problem of lights are, and that's why I never play with them, they are the only class who do not obey physics. Nothing that weights 20-25 tons can turn on a dime when running at 150 kph. That's just not possible.

When you see the stats of spiders and the like, you could think, they get cored right after jumping out of the drop ship, but when you watch how a half dozen of mechs throw ammo and heat at one critter, it's sometimes mind blowing.

One major flaw is to give the fastest mech the fastest turn radius, it should be the opposite.

The game would be better without lights imo.

#27 STEF_

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Posted 05 April 2018 - 10:43 PM

I'm waiting for a thread saying:

"Nerf light!!! look at here!!!! I did 300dmg, while with heavies and assault I manage to do 250 only!""""

edit: of course in the post, the OP can explain that he keeps choosing heavies and assaults, because wreacking havoc playing OP lights is UNFAIR, and that must be the reason why light que is always around 8-10%

Edited by Stefka Kerensky, 05 April 2018 - 10:46 PM.


#28 roekenny

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Posted 06 April 2018 - 01:06 AM

View PostStefka Kerensky, on 05 April 2018 - 10:43 PM, said:

I'm waiting for a thread saying:

"Nerf light!!! look at here!!!! I did 300dmg, while with heavies and assault I manage to do 250 only!""""

edit: of course in the post, the OP can explain that he keeps choosing heavies and assaults, because wreacking havoc playing OP lights is UNFAIR, and that must be the reason why light que is always around 8-10%

I think you missed the fine print I posted or it went over your head as *cough*
*edit derp I missed yours get for posting when i'm eating breakfast

View PostLethe Wyvern, on 05 April 2018 - 08:46 PM, said:

Waddaminute...
Posted Image

how do you think I know their OP :P

View PostLordNothing, on 05 April 2018 - 08:35 PM, said:

i kind of like that assaults have a weakness. without the fast movers assaults would be op. the problem, is you, the player, and the "team" and of course pgi.

its foolish to throw away your assaults by stranding them in the rear left to fight light mechs. its amazing you dont see people running purpose built escort mediums with the sole purpose of defending the assaults, you can net a squirrel or two with your streak boat. assaults are pretty much bait. lights come to kill assaults every game, and if you take an assault you should learn to fight them. lights kill my assault sometimes but i usually make them earn it. or learn to stay with your team. or call them out for doing stupid things like leaving all that guns and armor to die to mech a quarter the tonnage in the first 2 minutes.

then you got the fact that you have so many potato assaults, so people dont think they are worth protecting most of the time. lerm atlases and 30kph annihilators. good assault pilots should protect each other, know the maps very well, and maintain strong situational awareness at all times. its like playing chess, you need to think 4 moves ahead. good builds are also important, dont go slower than 50kph in qp or 60kph in fp, and be ready to move the second you hit the ground, dont afk.

its pgi's fault for providing all the incentives for personal performance and putting very little value on winning or teamwork. poeple leeroy out try to get a kill and die so they can get into the next match faster just to level mechs. or that mechs even need to be leveled in what is essentially an arena shooter.

I do from time to time and it's a very unrewarding/ thankful job because they usually stop right at the very back and don't contribute to a fight in any meaningful way to justify been babysit unless team are all on coms and communicating with each other, then they do tend to push forward and competent enough that they don't need a sitter ¯\_(ツ)_/¯

*edited brain farts

Edited by roekenny, 06 April 2018 - 01:21 AM.


#29 MW Waldorf Statler

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Posted 06 April 2018 - 02:22 AM

most Assaults up to T4 Tiers playing by News with Bad very slow Aim ..most im thinking in Spectator "use the Guy a Gamepad?" have Armlook on or try to hit Lights with Gauss...thats Folks try to follow Lights in turn with the Torso ...not turn the Torso against the move direction from the lightsand wait of the right Moment to fire short before the light come in Cursor ...than the Packetloss problems and Hitreg ...and Assaults the Aircarrier in MWO ...with no Supportfleet only slow giant Tragets

#30 STEF_

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Posted 06 April 2018 - 03:57 AM

View Postroekenny, on 06 April 2018 - 01:06 AM, said:

I think you missed the fine print I posted or it went over your head as *cough*
*edit derp I missed yours get for posting when i'm eating breakfast


Ahaha! NP, I was throwing a bit of sarcasm here and there today :)

#31 Mainhunter

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Posted 06 April 2018 - 04:18 AM

View PostOld MW4 Ranger, on 06 April 2018 - 02:22 AM, said:

most Assaults up to T4 Tiers playing by News with Bad very slow Aim ..most im thinking in Spectator "use the Guy a Gamepad?" have Armlook on or try to hit Lights with Gauss...thats Folks try to follow Lights in turn with the Torso ...not turn the Torso against the move direction from the lightsand wait of the right Moment to fire short before the light come in Cursor ...than the Packetloss problems and Hitreg ...and Assaults the Aircarrier in MWO ...with no Supportfleet only slow giant Tragets



I think, that your view of him and what he sees, is out of sync. Most of the time I do spectator, I see targets die, when the shooters cross is still 50m in front of the target.

And like i mention before, warping kills you the most, you take out a laser alpha and miss... and you'r basically done.

#32 Alexander of Macedon

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Posted 06 April 2018 - 05:59 AM

View PostBrain Cancer, on 05 April 2018 - 07:05 PM, said:

It amazes me how often pilots just plain don't learn to counter-rotate and attempt to spin in circles to follow a light as it's orbiting around them. FFS, you'll get it back in your sights faster if you turn the other direction rather than attempting to match the turning speed of something twice as agile as you are. Or react to a light by getting their back to a piece of terrain and stopping the light from orbiting you completely.

Not that I don't occasionally get caught in the open, but usually it's in sight of my team...who, if they're not potato will actually shoot at the light and disrupt it's attack. I pilot a Supernova-A a lot. Even with a max engine, there's places where you're gonna be on a map in risky territory.

And if the team's full tater, it really doesn't matter. If you can't notice a 90-tonner spraying laser fire at a light going in circles in the middle of an open field and shoot it, you really already failed at the situational awareness needed to win anyway.


What it really reminds me of is the old, old days of the T-50-2 in World of Tanks. Backstory to that made very brief is that good ol' Russian bias turned an infantry support tank into the fastest vehicle in the game with drifting comparable to a Japanese tuner. It could outrun the turret rotation of just about every heavy and most mediums, and could do nearly that well while reversing, in addition to having a gun that could penetrate the rear armor of almost everything.

Now, of course, there were solutions. Back against a wall, or counter-rotate both your turret and hull (unless you're in a TD, but if you let anything get close enough to hump you it was your fault anyways). And the thing was squishy enough that anything it could feasibly circle could blow it away with one or two shots.

People didn't learn. They kept getting pecked to death, they kept whining OP in the forums, and it got nerfed. Admittedly in that case it probably deserved a bit of a nerf since it was a combination of great speed, great agility, good gun, and great frontal profile, but they outright removed it from the game and gave back a ******, gutted rework. Imagine if the PIR could mount a pair of UAC/5s with 5t of ammo, had 6JJ, and was half as wide, and PGI's response was to turn it into another Firestarter.

But yeah, point is, this **** will happen in any competitive game. People will do well with a high-skillcap role, people who can't adapt or do well with it themselves will whine OP. Only hope is for the dev to recognize the difference between actual imbalance vs. people blaming other things for them being bad.

Edited by Alexander of Macedon, 06 April 2018 - 02:33 PM.


#33 roekenny

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Posted 06 April 2018 - 06:22 AM

View PostAlexander of Macedon, on 06 April 2018 - 05:59 AM, said:


What it really reminds me of is the old, old days of the T-50-2 in World of Tanks. Backstory to that made very brief is that good ol' Russian bias turned an infantry support tank into the fasted vehicle in the game with drifting comparable to a Japanese tuner. It could outrun the turret rotation of just about every heavy and most mediums, and could do nearly that well while reversing, in addition to having a gun that could penetrate the rear armor of almost everything.

Now, of course, there were solutions. Back against a wall, or counter-rotate both your turret and hull (unless you're in a TD, but if you let anything get close enough to hump you it was your fault anyways). And the thing was squishy enough that anything it could feasibly circle could blow it away with one or two shots.

People didn't learn. They kept getting pecked to death, they kept whining OP in the forums, and it got nerfed. Admittedly in that case it probably deserved a bit of a nerf since it was a combination of great speed, great agility, good gun, and great frontal profile, but they outright removed it from the game and gave back a ******, gutted rework. Imagine if the PIR could mount a pair of UAC/5s with 5t of ammo, had 6JJ, and was half as wide, and PGI's response was to turn it into another Firestarter.

But yeah, point is, this **** will happen in any competitive game. People will do well with a high-skillcap role, people who can't adapt or do well with it themselves will whine OP. Only hope is for the dev to recognize the difference between actual imbalance vs. people blaming other things for them being bad.

From past experience with the nerf bat with every other light weapon system what has been hailed as OP (ie all of them) the answer is no. They give new toys to bigger mechs and have gutted the 1 ton and below weapon line because heavy's also can use them so we get the partyback situation where they can mass boat them and be god like (so long as you were 130 meters from reds front line forgetting had to wade over there at 56 kph usually in the open and reds had plenty time to focus you down but they never did till was too late then cry about it because waaa my sniper builds is **** at countering brawlers point blank Posted Image )

Edited by roekenny, 06 April 2018 - 06:22 AM.


#34 LordNothing

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Posted 06 April 2018 - 04:44 PM

View Postroekenny, on 06 April 2018 - 01:06 AM, said:

I do from time to time and it's a very unrewarding/ thankful job because they usually stop right at the very back and don't contribute to a fight in any meaningful way to justify been babysit unless team are all on coms and communicating with each other, then they do tend to push forward and competent enough that they don't need a sitter ¯\_(ツ)_/¯


its pretty easy to tell if an assault is worthless or not. the useful ones are the ones moving towards the team at their best possible speed (>50kph), staying low and avoiding detection in the mean time, and not stoping to trade with mechs they can barely tickle with their weapons.

and to be fair the ones up at the front who are pushing with less than a third of the team and initiating a nascar are just as potato as some of the more worthless assault pilots. there is no reason for the fast movers to leave the team unless its domination, conquest, or incursion.

Edited by LordNothing, 06 April 2018 - 04:54 PM.






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