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Solaris 7 And Light Mechs.


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#21 Xiphias

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Posted 14 April 2018 - 12:28 PM

View Postocular tb, on 14 April 2018 - 11:58 AM, said:

I think the -5D should be more like Div 5. I might have to give the -5D a go when this drops.

In a 1v1 setting the Panther is going to be able to edge out the 5D. Panthers have super high armor quircks (Wolfhound+ level). With a maxed survival tree the 8Z has at total of 67 CT armor, and 54 on both the legs and right arm. That's with JJs, 3 energy hardpoints and two missile ones. The 5D has less armor and less firepower so in a 1v1 it's going to be the loser.

The BJ-1 also has the potential to be nasty (AC20 + 3 Energy and 10% ballistic cooldown quirk).

#22 sycocys

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Posted 14 April 2018 - 02:26 PM

View PostXiphias, on 14 April 2018 - 11:17 AM, said:

What lights do you think are ranked too low?

The Com-1B and DK are both better than the 2D + 1D
Raven-3L is at least one if not two brackets low
Firestarters (most) are probably one low.

Possibly the Jenners as well. A lot of the problem is that they seem to only accounted the data for how some of the mechs perform in 12v12 and scouting(not entirely but mostly there fault for not having a seeding server or some such thing), and where many of the lights excel even moreso after the engine desync is in 1v1 against heavies and assaults where they can apply kiting control.

So in some ways the tiering is right, as lights aren't going to fare as well against mediums and the more nimble heavies - but it is also wrong because many of them can walk all over a fair portion of the heavies and assaults so long as they have an opportunity to put their burst speed and turning into the mix.

My overall concern with the slotting isn't that a bunch of them are wrong (because it was just to be expected with PGI), its that they plan to leave it wrong for months right out of the gate. That's just not going to make the mode enjoyable for the people that actually want to play it.

Edited by sycocys, 14 April 2018 - 02:27 PM.


#23 Prof RJ Gumby

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Posted 14 April 2018 - 11:49 PM

Lights in division with heavies MAY have some use in 2vs2 situations. Rememeber that MG ones need like 1 second of looking at the enemy back of a heavy from proper distance to crit half its weapons. 1v1 and 2v2 are very specific game modes, let's wait and see how the meta turns out.

#24 Lethe Wyvern

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Posted 15 April 2018 - 01:50 AM

View PostProf RJ Gumby, on 14 April 2018 - 11:49 PM, said:

Lights in division with heavies MAY have some use in 2vs2 situations. Rememeber that MG ones need like 1 second of looking at the enemy back of a heavy from proper distance to crit half its weapons. 1v1 and 2v2 are very specific game modes, let's wait and see how the meta turns out.

What about 1v1 cases? Do we need different Divisions for 1v1 and 2v2? Definitely yes.

#25 LowSubmarino

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Posted 15 April 2018 - 02:02 AM

View PostAlexander of Macedon, on 14 April 2018 - 06:06 AM, said:

If you think lights are going to do well against heavies/assaults that aren't AFK, you're delusional. They can be effective in QP in the hands of a good pilot because there are 11 other 'mechs to draw attention and fire, and plenty of shiny things for short attention span pilots to get distracted by.

Head-on in an arena, they have far less armor, much lower alpha and DPS, and no real way to take advantage of their speed (not enough space to kite and snipe, not enough time/distractions/cover to play poke games or go for backshots).


Depends on terrain, if you can break los to approach from another angle without being seen. Depends on hardpoints and if there are ridges or not, depends on jj-friendly map or jj-unfriendly map. Completly depends on the quality of maps.

#26 Alexander of Macedon

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Posted 15 April 2018 - 05:24 AM

View PostXiphias, on 14 April 2018 - 12:28 PM, said:

In a 1v1 setting the Panther is going to be able to edge out the 5D. Panthers have super high armor quircks (Wolfhound+ level). With a maxed survival tree the 8Z has at total of 67 CT armor, and 54 on both the legs and right arm. That's with JJs, 3 energy hardpoints and two missile ones. The 5D has less armor and less firepower so in a 1v1 it's going to be the loser.

The BJ-1 also has the potential to be nasty (AC20 + 3 Energy and 10% ballistic cooldown quirk).

Not needing to carry much ammo really opens the BJ-1 up to stuff beyond 2x AC/2, TBH. Could very easily run UAC/10 +3t ammo + 4x MLas on a LFE, like so.

#27 Xiphias

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Posted 15 April 2018 - 12:35 PM

View PostAlexander of Macedon, on 15 April 2018 - 05:24 AM, said:

Not needing to carry much ammo really opens the BJ-1 up to stuff beyond 2x AC/2, TBH. Could very easily run UAC/10 +3t ammo + 4x MLas on a LFE, like so.

I'm not talking about AC2s. I'm talking about this: https://mwo.smurfy-n...b3512ff6346e7de (with maybe 3 tons ammo).

The AC20 I think is better than the ultra 10 because it doesn't have a to worry about jamming and it hits a single location with 20pts of damage.

Edited by Xiphias, 15 April 2018 - 12:35 PM.


#28 FinnMcKool

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Posted 15 April 2018 - 03:58 PM

I think that the Divisions will all change when PGI figures out that mechs that perform well in team matchs , and those that dont , will perform differently (not to mention we will build them differently) in 1v1 , and 2v2 .

Any performance data they have now must be old, based on team matches , where play depends on players taking a role,

Think of the LRM mech , who depends on spotters and help keeping lites off him ? High performer in a team match, most likely to crash and burn in 1v1 .





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