Ted Wayz, on 07 April 2018 - 09:47 AM, said:
You think that Jenners are too durable? Have you played Jenners?
Ted Wayz, on 07 April 2018 - 09:52 AM, said:
So you think one shot from a single weapon should be able to leg (basically kill) a fresh light. First, even without any additional structure, armor, or hitreg issues all lights have more than 20 HPs of combined armor/structure. If you want to leg lights in one shot should we removed doubled armor values from all mechs (they benefit heavy mechs far more than lights). You seem less interested in a balanced game and more on being able to easy kill lights.
Viktor Drake, on 07 April 2018 - 01:14 PM, said:
This is why I don't have a huge sympathy for light mechs. I own and play probably two dozen variants, maybe even three dozen so understand why light pilots might feel that they are being treated unfairly but when you be objective, look at the bigger picture and take into account a light mechs influence and impact on a match, you really can't call them anything but OP in the grand scheme.
That's just not true and the numbers show it. Lights consistently underperform compared to other weight classes. You'll also notice that in FW PGI balances by increasing the tonnage. In group queue large groups get less tonnage. If as you say lights were the most powerful class you'd see people taking lights instead of heavies and assaults.
The better your opponents get the weaker light mechs become. The reason assault mechs die quickly is in part because they are a higher threat so they get focused sooner. Watch comp matches, outside of capping most teams are going to focus down heavy targets first because they are the most dangerous. Also watch how fast a light mech can be killed when it's being focused on by people that can shoot.
LordNothing, on 07 April 2018 - 01:29 PM, said:
While that's sometimes true (spider running around the corner of the map) in general it's not. Lights become better the longer they stay up. Since lights don't have the raw firepower to easily punch through fresh targets. As a match wears on mechs become damaged and this is where lights really shine. The ability to pick off crit mechs and control objectives is what lights are good at. Good light pilots will focus on staying alive because you can win a 4v1 against crit mechs if you play well and still move fast enough not to lose on caps.
Samial, on 07 April 2018 - 04:16 PM, said:
I see so many locust etc players at the end of a match that literally did nothing all match but the odd chase other lights and spot.. as the last mech alive on the team they are useless their firepower is nothing.. yes they are fast woopee..
Use a light with some firepower so if you are the last mech left standing you at least have a chance of winning.. Osiris, urbies, wolfhounds even commandos do ok..
Jenners have reasonable firepower to fight back. If you're referring to Locusts the 1E and 3M both have enough hardpoints to carry sufficient weapons. The main issue of both is that they are squishy. Commandos are actually the weak ones on the firepower side, they make up for it by being very durable though.
Regardless of the light you should be putting fire on the enemy team the whole match (ideally on the heavier targets first).
Villainy, on 07 April 2018 - 06:01 PM, said:
Also, skirmish is the worst game for lights, whereas objectives are where lights shine. Who tf cares if I barely get kills if I cap the enemy's base or finish the game 750 to 200? This mindset that all light mechs MUST perform like a piranha is total cancer.
The game is about killing mechs, playing pure cap objectives is boring. While not all mechs should necessarily perform like the Piranha, all mechs should be able to fight. The locust is a capable fighter and has the speed to deal with objectives (though that shouldn't be the focus). After losing its super quirks the 1V just really isn't a very good mech anymore. It's just worse than the 1E, 3M, and PB. Too little damage output is overall being a detriment to your team. One ERLL or LPL just isn't enough firepower to contribute a lot in the average match and other mechs can go just as fast with better weapons. Skirmish isn't actually that bad of a mode for lights, you can absolutely pick off damaged mechs against the odds at the end of the match if played well. You are rarely going to win assault on caps so it's basically skirmish.
The worst modes for lights are escort and incursion because they have turrets and towers/radar sweeps that counter lights. Also, the objects both favor high DPS which is where lights are weakest compared to the other classes.
Darian DelFord, on 07 April 2018 - 07:59 PM, said:
I'm aggravated for a few reasons.... the lack of JJ power for lights depsite having the max number. Used to be a time that lights could jump more easily... but the whiners got them nerfed because the heavies were doing bad things with them. I'm aggravated at the Rescale.... my god the Jenner is the size of a tank and handles like one even being maxed out in mobility. Im aggravated at the continual nerfing of lights for no damned reason other than players want EZ mode against them. And I'm aggravated at the mode. A mode which puts lights at a severe disadvantage because we have to stay within a 400 to 500 meter circle that we usually can not maneuver in. Had this been assault or skirmish or hell even conquest, the odds would have been a bit better.
Just tired of people bitching and moaning who really have no idea what they are talking about.
While I think it could use some buffs the Jenner isn't in a terrible spot. Its real key is that it's really manuverable (only beaten by things like the Locust and Commando) compared to other lights, the best of any 35 tonner I think. You have to use that manuverability to make up for how easy to hit you are. ERMLs are a good fit for pug queue because the extra range lets you be more flexible. Putting max JJs on the Jenner is a mistake, the tonnage is better spent on having more heatsinks.
Domination really isn't a big problem for lights, sure it limits you to some extent, but it can also work to your advantage. The biggest thing to keep in mind is the fact that you don't actually have to stand in the circle. As long as you are putting damage into the circle the timer won't go down. You can use this fact to stay outside the circle and put glancing shots in while they are forced to stay inside of it. If there are lots of them left they can chase you while staying in the circle which can make it harder, but it also means you may have more targets in the circle to shoot.
Here's an example of a domination match I had tonight that myself and the cheetah carried back from 2v6.
I actually died in that match due to being rammed (Commando was out of ammo and I had stripped the other two mechs). My point being that both the Jenner and domination can work fine if you play them right. I actually prefer domination to assault as a light at the end of a match because you have a much larger area to work in. In assault the base locations are usually quite sheltered to the point where it can be hard to push targets off the base.
As to feedback on your match specifically. You seem to focus too much on being on the high ground on the sides. You start on one side, run more or less straight to the other side, and then run back. On that map the domination circle extends to the low ground on either side so you can run around the center and use that area to hold the circle. That can make your movements a lot less predictable. Really focus on working the angles to your advantage so that you minimize the enemies you have to fight at the same time.
As others have mentioned your situational awareness could use improvement. One thing in particular you did is rush your shot on that annihilator. You didn't have a readout and if you had you would have seen he was basically fresh. If you'd focused on something like the EBJ you could have easily taken the torso. That said, it was a hard situation to be in, I'm not sure you could have pulled it back, but being more unpredictable in your movements, being more situationally aware (mentally tracking damage locations too), and picking targets better could have helped.
I don't generally record so I don't have a lot of videos, but this one partially demonstrates the area you should be using. I have a range advantage and this is back when the Locust 3M was super agile, but it shows how much space you have to work with (more if you have JJs) and how you can use that space to control the circle even without being inside of it. If you have the time you can afford to run in and out of the circle to get away even if it costs you a few seconds. In this specific case I'm using it to get range, but it works for other things too.
The advantage of the sides (with MLs or ERMLs) is that you can get just far enough out to take a shot over the top and you can close in to the edge to avoid return fire. If they drop off the top you can maneuver around the side and they have to jump back up or go around. If you stay where you were they can basically sit in the middle and take pot shots at you on either side. Taking the long way can drag mechs out letting you isolate them or at least get a free shot or two.