Hey all! Tried to summarize my feedback as concisely as possible. I can’t exactly call myself the best pilot possible, so please take that in mind when factoring in my feedback, I’m totally aware a chunk of it might be “wrong”
Patch Playtime: Around 5-8 hours each day for the last 4 days. (steam quotes me at 62.1 hr over the last two weeks including before the patch)
Total playtime: 807hours
Pilot Bias: I’m a very aggressive player, and tend to stick to lights/heavies more than mediums/assaults
Tier rating: high 3 low 2, though its been aggressively climbing this patch due to sticking to assaults and heavies.
Overall feedback: So far it’s really hard to give feedback on the new patch, as it’s only been a few days, everyone is still playing with the new toys, and I think that skews the experience a *lot*. That being said, I’ve really been enjoying playing a few mechs I never really had a lot of fun with previously.
One of the issues with the previously mentioned skew though is I just haven’t gotten anytime to get a feel for the new large laser buffs. So many people are running snub combos that it’s been a lot harder to find direct trades. I should note I’ve seen more people running 3 snubs and using them to poptart/trade at 500m then people just running 3 ppcs for that same range. As is though, I’m digging them when I get a chance to use them!
Light Pilot feedback: this patch SUCKS. Just kidding, I love it to death, but I have been struggling playing my usual loves.
So many mechs having easier access to 30 pinpoint (an investment that would have cost you very heavy ballistics, or ghost heat previously to acquire) has made taking any engagement as a light so much more of a gamble. For medium, heavy, and assault mechs, that change has been one I’ve enjoyed incredibly, for lights though, it pushes quite a few over a breakpoint to where getting 2 shot is FAR easier.
I understand that in the future, scaling and mobility changes will be coming. However, I don’t think increased twisting is going to make that much of a difference when it comes to the pure pinpoint damage. And scaling is something that’s got no official date. Additionally, the pdf mockup does not show the scaling as covering the entire light cast. Since there’s no announced date on it, I’m focusing more on the now, even though I totally get that those changes could mean everything is a TOTALLY different ballgame in the future.
Playing a light means you’re trading survivability for speed (which becomes your survivability) however the recent jump in 2 shot ability in this pinpoint buff has made that more of a lucky gamble than one you take as a cost/benefit. Especially in a team game like mwo where you often fight someone more than once, across varied skirmishes, that 2 shot breakpoint makes a huge difference on lights, even if on paper it doesn’t seem that big.
I’ve taken the time (using mech db values) to make a chart illustrating this point. The chart has a few caveats
1- All mechs have max armour values according to mech DB
2- All mechs (bar the piranha, flea, and locust) are assumed to have 4 armour in the back over the standard(?) 2. Cauldron changes account for casual as well as comp, and 4 seems to be what most of my group uses at tier 3. However, any mech that would be above one of the breakpoints if it had 2 more armour has been marked with a *
3- 2 shot marker has 2 damage points of wiggle room. Even the best light pilots are going to get tickled by a laser at some point.
https://docs.google....dit?usp=sharing chart here, may update to fix things/add stuff later!
As a final note, and I know this sounds silly after all of that data, I’m not advocating for a snub nerf.
(edit- scratch that, saw the above mention of keeping the dps the same but moving some of the pinpoint to splash, that'd fix the whole issue!) I’ve had an incredible amount of fun with them as medium, heavy, and assault mechs, it’s been a welcome change. However, feedback is feedback, and I think offering how its effected playing as a light from my experience valuable if only for just adding one more voice to the mix. I’ve found myself playing very few of my usual cast of lights during this patch even despite their upgraded toys.
light gauss feedback and mrm 10 feedback- God I love mrm 10’s so much in this patch, they feel like they’ve earned themselves a roll. Theyre fun to fight with, fine to fight against, no complaints. Light gauss has been pretty fun, and while I haven’t toyed with it myself, I can totally see it’s use as a supporting weapon, great change!
Light ppc- Same as previously stated, awesome change! Would be neat to have the HSL set at 4 instead of 3, but honestly, they’ve found new life, and I love running them. They could be left as is and they’d be great either way.
AC changes- All been great so far!
SRM’s VS AMS- Been feeling like my ams doesn’t really do enough against srms even at the edge of their range, but I think that’s just confirmation bias. Probably best to ignore me here!
Masc changes – masc is kicking *** and taking names!
Laser ams change- Literally one of my favorite changes of the patch!
Micro pulses- Honestly I’d totally be fine with these being left as is, but that might just be me. I feel like it’s given the assault that keeps boating them (gargoyle?) an actual personality and a reason to actually pick one up. Trying them on my nova hasn't made me suddenly feel like I'm a powerhouse even with 4 HMG to support them, and it’s a decent tradeoff for an assault with only 130m range. I haven’t had issues playing around the gargoyle, it’s like the Fafnir, respect it’s range, pick at it, and if you let it within sub 200 m… well, it’s supposed to be good there. Haven’t fought a lot of them though, so maybe my experience is skewed!
Overall feedback- Patch has been solid!
No chance of unlocking the double heatsinks on the direwolf so I can try an lbx80 build? shadow cat buffs? no? darn
Thanks for all the work!
Edited by YiffyInAJiffy, 24 April 2021 - 12:47 PM.