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Podcast 215 - Justcallme A S H


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#21 The pessimistic optimist

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Posted 04 November 2020 - 12:41 PM

View PostNightbird, on 04 November 2020 - 12:35 PM, said:

No... it will hurt lights and mediums. Think about Solaris. The smaller the numbers, the less chaotic the fight and the more leisurely you can pick apart lighter mechs.


Not really less fire power to turn your lights and meds in to scrap

Edited by SirSmokes, 04 November 2020 - 12:41 PM.


#22 Y E O N N E

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Posted 04 November 2020 - 05:33 PM

View PostSirSmokes, on 04 November 2020 - 12:41 PM, said:


Not really less fire power to turn your lights and meds in to scrap


Bruh, if you are getting shot at much in a Light right now, in 12 v 12, you are either not playing that Light particularly well or you are playing an Urbanmech which doesn't care about getting shot at a bit anyway.

#23 The pessimistic optimist

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Posted 04 November 2020 - 05:51 PM

View PostMiss Greene, on 04 November 2020 - 05:33 PM, said:


Bruh, if you are getting shot at much in a Light right now, in 12 v 12, you are either not playing that Light particularly well or you are playing an Urbanmech which doesn't care about getting shot at a bit anyway.


Few guns = less fire power = die slower

#24 LordNothing

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Posted 04 November 2020 - 05:59 PM

way i see it if i die in an 8v8 game. then the wait time for the next game will be less because there will be more players to go around.

#25 Darian DelFord

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Posted 04 November 2020 - 06:18 PM

View PostNightbird, on 04 November 2020 - 12:35 PM, said:

No... it will hurt lights and mediums. Think about Solaris. The smaller the numbers, the less chaotic the fight and the more leisurely you can pick apart lighter mechs.



The only problem I had in Solaris when it launched would be the mechs backing up against a wall with a great LoS and not being able to get anywhere near them. There was absolutely nothing to deter them from doing that. I have multiple videos that show the behavior I am talking about. From a light's perspective there was really not much that could be done about it.

In 8v8 the fights were plenty chaotic enough.


View PostMiss Greene, on 04 November 2020 - 05:33 PM, said:


Bruh, if you are getting shot at much in a Light right now, in 12 v 12, you are either not playing that Light particularly well or you are playing an Urbanmech which doesn't care about getting shot at a bit anyway.


LOL about the Urbie

I hear this argument alot about lights not being played right if they are seen. While for the most part I will agree with you, there is another side of the coin that no one thinks about.

1. Radar signature. Explain to me why a 20 ton locust has the same Red Box capture time as a 100 ton Atlas. All you have to do is be in ANY mechs LoS and you get the Red Box of death. With only 8 enemies the chances of this happening lower significantly.

2. Firepower. The vast majority of light mechs fight under 300 meters to be effective. They are regulated to Med Lasers, Small Lasers and MG's. (Not all but most). They really have no choice but to get up into the arse of a mech.

3. Game Modes. Dominance more than any other. I do not know the stats but I will dare say this is probably the most picked game mode. The problem with this mode is it forces the light players, especially towards the end of the round, to fight in a designated area. For lights to be effective they have to be able to shoot and scoot. This mode pretty much kills this.

As someone who was around when 8v8 was a thing, Going 12v12 really hurt the lights and some of the mediums. 4 more mechs to shoot at you as well as see you. Back then we did not have stealth armor and I think the Raven 3L was the only light with ECM and you want to talk about OP.

And lets not get started on friendly fire from the 4 friendly mechs that were added.

Edited by Darian DelFord, 04 November 2020 - 06:19 PM.


#26 Rex matador

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Posted 04 November 2020 - 06:53 PM

8v8 is best left in the dustbin.

#27 Y E O N N E

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Posted 04 November 2020 - 07:10 PM

View PostDarian DelFord, on 04 November 2020 - 06:18 PM, said:

LOL about the Urbie

I hear this argument alot about lights not being played right if they are seen. While for the most part I will agree with you, there is another side of the coin that no one thinks about.

1. Radar signature. Explain to me why a 20 ton locust has the same Red Box capture time as a 100 ton Atlas. All you have to do is be in ANY mechs LoS and you get the Red Box of death. With only 8 enemies the chances of this happening lower significantly.

2. Firepower. The vast majority of light mechs fight under 300 meters to be effective. They are regulated to Med Lasers, Small Lasers and MG's. (Not all but most). They really have no choice but to get up into the arse of a mech.

3. Game Modes. Dominance more than any other. I do not know the stats but I will dare say this is probably the most picked game mode. The problem with this mode is it forces the light players, especially towards the end of the round, to fight in a designated area. For lights to be effective they have to be able to shoot and scoot. This mode pretty much kills this.

As someone who was around when 8v8 was a thing, Going 12v12 really hurt the lights and some of the mediums. 4 more mechs to shoot at you as well as see you. Back then we did not have stealth armor and I think the Raven 3L was the only light with ECM and you want to talk about OP.

And lets not get started on friendly fire from the 4 friendly mechs that were added.


I am not a stranger to Lights my dude (hi, I'm Yeonne Greene, nice to meet you again), but my point still stands. If you know how to play Lights, and you aren't choosing the gimpy ones, they are one of the easiest classes to play in QP right now because you get to dictate when and where you will take damage far more than other classes can. If you choose to front-line it and expose to the firing line while hoping to exploit agility to avoid the inevitable return damage, well...I can't help it when the dice don't roll your way.

#28 Kodyn

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Posted 04 November 2020 - 07:35 PM

I have to back up Yeonne here. I'm traditionally terrible in lights vs any other class, but lately, and especially since hitting T1- they've started to become my top performers. That's even doing weird stuff like running mostly LFEs over XLs, and for a pilot who's normally most comfortable in stuff like BASP, HBR, LBKs, NTGs etc,

Right now in T1 it feels like everyone is afraid to engage lights except other, better light drivers. You just get ignored all match and can farm damage and kills to your heart's content, even tater tots like me. I bring out my heavier mechs- the ones I truly love to drive, and suddenly it's back to being focused from seemingly every angle, losing more matches than winning. When I get irritated enough, I hop back in a K-9, Grinner etc, and I'm suddenly winning matches and going up in PSR. It's really strange for me, coming from a Heavy/Assault background, but I'm learning to roll with it.

#29 Y E O N N E

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Posted 04 November 2020 - 07:42 PM

You either get ignored, or some special individual who happened to bring a Streak boat will chase you around the map for the entire game after they notice you exist.

#30 Darian DelFord

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Posted 04 November 2020 - 07:57 PM

View PostMiss Greene, on 04 November 2020 - 07:10 PM, said:


I am not a stranger to Lights my dude (hi, I'm Yeonne Greene, nice to meet you again), but my point still stands. If you know how to play Lights, and you aren't choosing the gimpy ones, they are one of the easiest classes to play in QP right now because you get to dictate when and where you will take damage far more than other classes can. If you choose to front-line it and expose to the firing line while hoping to exploit agility to avoid the inevitable return damage, well...I can't help it when the dice don't roll your way.


I know who you are ;pp I have not been gone that long ;pp

I mostly agree we should not be seen, I am merely pointing out that going back to 8v8 will help lights and some mediums. The only reason lights appear to be strong now, is, well lets face, the population is not what it used to be.

Edited by Darian DelFord, 04 November 2020 - 07:58 PM.


#31 Y E O N N E

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Posted 04 November 2020 - 08:49 PM

View PostDarian DelFord, on 04 November 2020 - 07:57 PM, said:


I know who you are ;pp I have not been gone that long ;pp

I mostly agree we should not be seen, I am merely pointing out that going back to 8v8 will help lights and some mediums. The only reason lights appear to be strong now, is, well lets face, the population is not what it used to be.


Lights have been this way for the last 6 years. The difference is now the lightest ones are generally more meta than the heaviest ones and all of them across the board can pump out more damage than in 2014.

#32 jss78

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Posted 05 November 2020 - 08:57 AM

View PostStonefalcon, on 03 November 2020 - 01:45 PM, said:

No Chin reference in the title?

How do we even know this is the real Ash without a Chin reference?


I heard they tried to add one, but there was not font robust enough to handle it.

#33 RickySpanish

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Posted 05 November 2020 - 08:14 PM

View PostKodyn, on 04 November 2020 - 07:35 PM, said:

I have to back up Yeonne here. I'm traditionally terrible in lights vs any other class, but lately, and especially since hitting T1- they've started to become my top performers. That's even doing weird stuff like running mostly LFEs over XLs, and for a pilot who's normally most comfortable in stuff like BASP, HBR, LBKs, NTGs etc,

Right now in T1 it feels like everyone is afraid to engage lights except other, better light drivers. You just get ignored all match and can farm damage and kills to your heart's content, even tater tots like me. I bring out my heavier mechs- the ones I truly love to drive, and suddenly it's back to being focused from seemingly every angle, losing more matches than winning. When I get irritated enough, I hop back in a K-9, Grinner etc, and I'm suddenly winning matches and going up in PSR. It's really strange for me, coming from a Heavy/Assault background, but I'm learning to roll with it.


Yep agree 100%. What's funny is I've said a couple times Lights are actually not the hardest class to play but been shot down by crap like BBBBUT THEIR STATS R SO LOW!! Rubbish, Lights are brilliant especially in the shitshow that is t1, where you have no idea what the hell your team is going to do next or if they're even t1 to begin with. My best performer is the Incubus 4 with 1 HLL and 4 HMLs. Go stand near whoever is about to become enemy number 1 and alpha their target once everyone's UACs have jammed.

#34 AnAnachronismAlive

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Posted 06 November 2020 - 12:09 AM

It seems to me a lot of lights draw their subjectively/objectively power in qp out of the fact that a very low number of players does feel the necessity to guard dog assaults anymore (if that ever was the case). No eyeballing/covering the teams flanks and/or rear while predicting a lights often obvious movement / engagement pattern or may be they are too occupied tunnelvisioning the assumed main fight/targets since that is where ye can pump damage-numbers / tank matchscore in.

Once the rotato-laps start, lights usually can dictate the pace of engagement (against the opfors slowpokes) to some extent, since there ain't no adaption in team movement / reading defensively placed UAVs properly to keep em of your teams key-property.

Edited by AnAnachronismAlive, 06 November 2020 - 01:20 AM.


#35 LordNothing

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Posted 06 November 2020 - 09:12 AM

i cant help but think that most of my successes in lights are because assaults seem to attract all the potatoes.

#36 Y E O N N E

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Posted 06 November 2020 - 07:30 PM

View PostRickySpanish, on 05 November 2020 - 08:14 PM, said:

Yep agree 100%. What's funny is I've said a couple times Lights are actually not the hardest class to play but been shot down by crap like BBBBUT THEIR STATS R SO LOW!! Rubbish, Lights are brilliant especially in the shitshow that is t1, where you have no idea what the hell your team is going to do next or if they're even t1 to begin with. My best performer is the Incubus 4 with 1 HLL and 4 HMLs. Go stand near whoever is about to become enemy number 1 and alpha their target once everyone's UACs have jammed.


Lights are hard to play when your opponents are competent. Even moreso when they are organized. While I say Lights are easy in QP, so is scoring in the top damage ranks of a match with twin Light Gauss on a Marauder.

#37 Thorqemada

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Posted 08 November 2020 - 12:45 AM

I feel there were many good points made.

Regarding Maps i feel the elephant in the room is allways left out: Map Voting!
What does it matter if MWO gets new Maps if you can not assure they are Voted for?
In a voting system popularity makes or breaks it and quality does not equal popularity...
Imo Map Voting was and is the deathspell for Mapmaking!
How would you solve that problem?

I think he is very right that the 5yrs licence is preventing bigger investments for limiting potential return.

#38 Dr Wubs

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Posted 08 November 2020 - 02:01 AM

Is there a problem with 4v4?

For the group queue.

Then groups stop farming casuals.

#39 Paul Meyers DEST

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Posted 08 November 2020 - 04:44 AM

I just had another 2 Cadets in a Tier 1 match. Both with under 20 damage. GET THAT DONE ASAP otherwise you shouldnt even think about new players.

Edited by Paul Meyers DEST, 09 November 2020 - 12:40 AM.






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