Prototelis, on 29 September 2019 - 11:08 PM, said:
Yes, it is. Stunlock in action games is cancer.
Do you even know what stunlock is? Knockdowns in MWO were never stunlock because you were invincible when you were knocked down. So unless the light mech was by itself (in which case it deserved to die) it was always better to stop shooting the invincible knocked down light mech and shoot a different mech you could actually hurt.
Were knockdowns buggy and glitchy? absolutely. Could they have been fixed? probably. PGI never even tried.
Prototelis, on 29 September 2019 - 11:08 PM, said:
But is a pirahna 1/5th as good as an assault? No lol. Again you are wrong. Youre always wrong.
The very fact a piranha isnt 1/5th as powerful as an assault means PGI absolutely implemented some equalization to try and make lights closer in power level to assaults. They did it primarily through limited hardpoints on assaults, having a more oppressive heat system, doubling the armor/structure, and mech scaling; all of which were skewed in favor of light mechs to try and make them less bad.
Drop tonnage doesnt work properly when an assault costs 5 times more than a pirahna but isnt 5 times better than a piranha. Thats why drop tonnage in MWO is complete fail.
Prototelis, on 29 September 2019 - 11:08 PM, said:
Of course theyre worse. But theyre not proportionally worse like they should be. In tabletop it takes 4-5 locusts/piranhas to be an equal match for a fully armored 100T assault.
And people absolutely DO play lights in all of the other games. Because those games have progression. You have to start out in a light and work your way up to a heavier mech. You have no choice but to play lights in other games like MWLL because you start out in one. MWO is the only mechwarrior game where playing lights entirely optional.
Edited by Khobai, 30 September 2019 - 05:17 PM.