Jack Shayu Walker, on 18 October 2018 - 02:35 PM, said:
You complain about armor, but a small light mech's net-survivability is pretty decent in competent hands.
In competent hands an assault will pretty much insta-gib a light - including the PIR-1
Jack Shayu Walker, on 18 October 2018 - 02:35 PM, said:
You complain about, heat dissipation when heat dissipation doesn't affect the piranha what-so-ever.
Check ...
Jack Shayu Walker, on 18 October 2018 - 02:35 PM, said:
You complain about range as though decent sniper lights don't exist.
Since this thread seems to revolve around the PIR-1 (and to a lesser extend its brethren PIR-2 and PIR-3 with their respective micro laser setups) the existance of sniper lights is kinda "irrelevant" - particularly with regards to the scenario that you yourself described.
Jack Shayu Walker, on 18 October 2018 - 02:35 PM, said:
And you complain about Alpha Strike despite the fact that the kill times remain comparable.
My regular reference point for this is the Atlas on Tourmaline Desert in Testing Grounds. Even under the perfect conditions of the Testings Grounds with no movement, no spread because crosshair doesn't move a yota once the shooting starts it takes a 10-12 machine gun PIR-1 with 3 cHSML as backup
- about 8 seconds for a kill from behind through CT only
- about 2*9.5 (=19) seconds for a frontal kill by sawing off both legs.
- about 12 seconds for a frontal kill through the CT only
Now tell me how long does it take for your typical assault to kill a PIR-1 under the same conditions for all three of these killing methods?
Once we'e established those numbers we can try to argue how things change once movement of either mech comes into play.
Jack Shayu Walker, on 18 October 2018 - 02:35 PM, said:
When considered holistically, the Piranha's threat projection (its rate of damage output, its ability to place that damage, and its ability to survive to place that damage) is comparable to an Assault mechs without the Assault's vulnerability in positioning.
But with the Light's vunerability to insta-death.
Jack Shayu Walker, on 18 October 2018 - 02:35 PM, said:
The winning strategy for CQC lights should be making passes, getting a couple of good shots off (30 damage or so), and making a good trade on their target before retreating and denying that target or his team the chance to retaliate.
And who are you to lay down the rules on what should or should not happen in a game that revolves around making lots of damage and/or lots of kills in various versions of team death match?
Jack Shayu Walker, on 18 October 2018 - 02:35 PM, said:
This is how previous meta-lights have operated (save for when an assault gets isolated, which as I said, I do not mind), and it's really quite fun, it's like playing a fighter jet, and I never felt as though I was getting the short end of the stick once I learned the technique behind it.
Ah, so all Lights (meta or otherwise) should be the variation of one single combat strategy for success, while the heavier weight classes are allowed to have several? Sounds very boring
Edited by Der Geisterbaer, 18 October 2018 - 04:19 PM.