Light Mechs Too Powerful
#41
Posted 09 June 2021 - 03:58 PM
#42
Posted 09 June 2021 - 04:09 PM
Now we shall never get to flood this thread with sarcastic banter~♪
~Leone
#43
Posted 09 June 2021 - 04:19 PM
As long as there is a chance for instagib in the front arch of an assault then it's fair, you normally get one shot to take a leg then its dinner time for the light pilot if you miss unless you have cover from a buddy or the ground you fight on is on a pitch so as to meet your crosshairs for at least half a circle dual.
Some of the weapon balance changes have turned hitting lights from flukes to reasonable levels.
#44
Posted 09 June 2021 - 04:27 PM
Leone, on 09 June 2021 - 04:09 PM, said:
Now we shall never get to flood this thread with sarcastic banter~♪
~Leone
Doh! XD
In that case, I would like to express the undisputed fact that the Raven's torsos are not nearly long enough, given insanely advantageous narrow profile when it is facing another mech head-on. In order to compensate, I want that thing looking like the love child of Adrian Brody and a Tolkien goblin, such that the tip of the nose is already in the enemy spawn when the game begins.
#45
Posted 09 June 2021 - 04:59 PM
The Firestarter's shoulder fuel tanks, ergo, must be hard-recolored to bright red, and they must explode for 200 damage in a forty-meter radius when shot, after a five-second delay where sparks and smoke rise from the impact. This is the only way to make MWO great again - fuel tanks must explode.
#46
Posted 09 June 2021 - 05:06 PM
Imagine a "light OP" thread and then pinning it all on a Streak adjustment... Of course let's ignore the last 7 years of 'Lights OP' threads entirely and blame on isolated thing.
Anyway lights are not remotely overpowered. Skill gap is.
#47
Posted 09 June 2021 - 05:09 PM
~Leone.
Edited by Leone, 09 June 2021 - 05:09 PM.
#48
Posted 09 June 2021 - 05:19 PM
#49
Posted 09 June 2021 - 06:54 PM
Anc1ent, on 09 June 2021 - 02:38 PM, said:
Khobai, on 09 June 2021 - 03:33 PM, said:
I dont think you can really even make assaults pitch down more. if you increased some of their pitch angles more theyd start clipping into their own models.
[redacted]
Later this month all heavies and assaults will have their pitch angles increased to 25°. https://www.mwocomp.com/patches.html
#50
Posted 09 June 2021 - 07:03 PM
#51
Posted 09 June 2021 - 07:04 PM
Wid1046, on 09 June 2021 - 06:54 PM, said:
Good. The idea of mankind’s ultimate war machine being overcome by a slope of a hill is silly. Oh, and shooting leg humpers I guess.
#52
Posted 09 June 2021 - 07:35 PM
justcallme A S H, on 09 June 2021 - 05:06 PM, said:
Imagine a "light OP" thread and then pinning it all on a Streak adjustment... Of course let's ignore the last 7 years of 'Lights OP' threads entirely and blame on isolated thing.
Anyway lights are not remotely overpowered. Skill gap is.
Then why did cauldron nerf streaks if skill gap is the problem?
Your words do not align with your actions.
Cauldron did it. They blatantly nerfed a weapon that allowed higher tier players to do better against Lower tier players in lights. now you yourself are admitting it’s a skill gap problem yet cauldrons nerfs helped make that skill gap even worse. Your nerfs widened the skill gap even more! That reeks of agenda.
Buff streaks back to where they were please. Thanks. Then the "skill gap" Cauldron made worse wont be as bad.
Of course buffing streaks is hardly a panacea towards fixing the skill gap problem. But its a step in the right direction. Instead of the direction Cauldron wants to go which is an obvious elitest agenda with a wider skill gap between the best and worst players.
Edited by Khobai, 09 June 2021 - 08:04 PM.
#53
Posted 09 June 2021 - 07:48 PM
1453 R, on 09 June 2021 - 04:59 PM, said:
The Firestarter's shoulder fuel tanks, ergo, must be hard-recolored to bright red, and they must explode for 200 damage in a forty-meter radius when shot, after a five-second delay where sparks and smoke rise from the impact. This is the only way to make MWO great again - fuel tanks must explode.
Why does it need large external fuel tanks? Aren't Mechs fusion powered? You will only need small amounts of matter, namely Deuterium and Tritium to convert to total energy?
#54
Posted 09 June 2021 - 07:53 PM
Khobai, on 09 June 2021 - 07:35 PM, said:
perhaps because streaks being an utterly skill-devoid counter to an entire weight class is dumb and frustrating for rookies and veterans alike?
also, consider slowing down a bit and gathering your thoughts before posting instead of making 400 edits.
#55
Posted 09 June 2021 - 07:57 PM
Capt Deadpool, on 09 June 2021 - 03:49 PM, said:
Which is why I suppose you either purposefully missed the point entirely or are just trying to toss in your two cents by acting like an elitist.
Do you go into discussion threads like this and try to act like people should act like you? Git gud? The reason why I said in jest as to what sorta aim-bot you use is because if everybody else could just shoot a light and be done with it there would be no discussion.
The only person making the skill-based argument is you trying to toss up a strawman argument. You come in saying people should git gud and just shoot lights (lol) then turn around and say I think MWO is "the most skilled-based game of all time"? Again you either purposefully missed the point or just browsed over my reply to you.
The issues of tiny mechs zooming past and rendering 95% of ammo thrown at it useless, doesn't involve skill. It is all about broken mechanics abused by people that result in a broken-down mess of a Nascaring meta in PUGs.
But by all means, if you and others are just going to mosey on past that point and ignore it then why bother posting in this thread?
Edited by Nine-Ball, 09 June 2021 - 07:59 PM.
#56
Posted 09 June 2021 - 08:07 PM
cougurt, on 09 June 2021 - 07:53 PM, said:
also, consider slowing down a bit and gathering your thoughts before posting instead of making 400 edits.
you realize streaks only have a 270m range right? They did not counter an entire weight class. Not even close. They forced lights to assess risk before being able to charge in and anklebite/facehug enemy mechs. They had to check for streak loadouts before they could engage at point blank range. It created tactical counterplay while lessening the skill gap between higher and lower tier players.
and I would fully support lowering the range of clan streaks to 270m as well. but buffing streaks back to a point where they can actually delete light mechs effectively again.
Streaks having a place in the game is far better than streaks not having a place in the game at all. Cauldron would rather shove the weapon system in the closet and pretend it doesnt exist because its inconvenient to their agenda of creating as wide of a skill gap as possible between them and other players.
Edited by Khobai, 09 June 2021 - 08:16 PM.
#57
Posted 09 June 2021 - 08:14 PM
Khobai, on 09 June 2021 - 07:35 PM, said:
Then why did cauldron nerf streaks if skill gap is the problem?
Your words do not align with your actions.
Cauldron did it blatantly they nerfed a weapon that allowed higher tier players to do better against Lower tier players in lights. now you yourself are admitting it’s a skill gap problem yet cauldrons nerfs helped make that skill gap even worse. Your nerfs widened the skill gap even more! That reeks of agenda.
Buff streaks back to where they were please. Thanks. The skill gap wont be as bad then.
You are once again making up statements without any proof or evidence.
No one has ever said that - If you are going to make such statements - proivde the proof or your statement cannot be taken seriously.
The Cauldron changes to SSRM were simply to stop Lights and some Meds being completely 1-shot nuked or at the least completely maimed, by a single SSRM Alpha. Tier 5 does not play with Tier 1, so your argument there is fundamentally wrong from the outset. Thus the change had nothing to do with low skill players nuking high skill players.
Since the recent patch where SSRM values were changed many have given feedback and Cauldron members have tested it out. The Cauldron has reached consensus based that the SSRM nerf was too aggressive. Lights now can eat easily 3 alphas and survive, even Fleas. Thus SSRM are not as scary as they should be for a light.
Upcoming proposed values will move SSRM to a middle-ground between the two ends and we will again see how that plays out - as there is no option to PTS it. A very important point to remember.
If you want to be taken seriously and have a reasonable discussion with everyone. Please cease making unproven & unfounded claims. It's once again getting ridiculous.
#58
Posted 09 June 2021 - 08:23 PM
justcallme A S H, on 09 June 2021 - 08:14 PM, said:
I submit as evidence the patch notes where cauldron nerfed streaks. That is my evidence. The fact cauldron did it.
You worsened the skill gap that you are now claiming is the problem. By your own admission.
And again streaks have a very limited range. They only severely punish lights when lights enter that 270m range. Its one of the things that helped prevent lights from being able to run into the blindspots of other mechs where other mechs can barely even see them to be able to shoot them. And again id be 100% okay with reducing the range of clan streaks to 270m to match IS streaks.
Streaks did not completely counter lights they only countered lights that didnt properly assess the risk of engaging mechs with streaks inside that 270m range. Its no different than how heavies/assaults have to properly assess the risk of pushing against other mechs with ballistics. You make a stupid decision you die.
And you use the excuse that you dont want lights to get one shotted but you sure dont seem to have a problem when other weapons one shot lights from much greater distances. In fact youve been buffing those weapons so theyre better at one shotting lights at a distance.
The only thing Cauldron didnt like about streaks specifically is that even Tier5 players could use them effectively and it helped lessen the skill gap between Tier5 players and Tier1 players.
I believe players absolutely have a right to a weapon system that scares the **** out of lights at short range so lights cant ram themselves up peoples' asses with impunity. Because nobody enjoys fighting lights in an assault and not even being able to see them at all. Especially players in tier 4-tier 5 who get completely dominated by lights when theyre in assaults. Why you think allowing that is fun for the game is beyond me.
Of course you dont care about the higher tier players at all. You feed on the skill gap between worse and better players. Thats why Cauldron continually strives to make that skill gap even wider.
Again the weapon being in the game is better than the weapon being shelved. Shelving the weapon and pretending it doesnt exist is not a solution. That isnt even a compromise. You arnt even trying to find an acceptable compromise where streaks are still useful without being overpowered against lights. You just want streaks out of the game entirely. Well congratulations youve made them useless now. *claps*.
All im asking for is a compromise on streaks to make them useful enough against lights that lights dont feel comfortable engaging mechs with streaks. I dont expect streaks to one shot lights. Just not be damn useless against them or straight up worse than SRMs like they are now. It is a 100% reasonable request.
Edited by Khobai, 09 June 2021 - 09:07 PM.
#59
Posted 09 June 2021 - 08:23 PM
Anjian, on 09 June 2021 - 07:48 PM, said:
There are two basic types of Flamers in BattleTech:
1. The majority of Flamers taps plasma directly from the fusion reactor.
2. The second group of Flamers is much rarer. It uses the traditional liquid fuels or gels stored in tanks of some kind.
#60
Posted 09 June 2021 - 08:27 PM
Khobai, on 09 June 2021 - 08:07 PM, said:
you realize streaks only have a 270m range right? They did not counter an entire weight class. They forced that weight class to assess risk before being able to charge in and anklebite/facehug enemy mechs.
and I would fully support lowering the range of clan streaks to 270m as well. but buffing streaks back to a point where they can actually delete light mechs effectively again.
lights still have to do that even in the complete absence of streaks, the only difference being that it requires at least a modicum of effort from the other party. i don't think the streak changes were perfect mind you, but i fully agree with the intent behind them.
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