

Light Mechs Are Screwed Up
#481
Posted 30 January 2022 - 11:48 AM
#483
Posted 30 January 2022 - 07:24 PM
caravann, on 30 January 2022 - 11:12 AM, said:
If you just took a moment to read what I just said = light mechs can have less heatsinks than needed and still use machineguns.
What I proposed was a buff. Imagine if you could run with zero extra heatsinks but you can not use lasers. You can still use machineguns. Because machineguns deals no heat.
How hard is it to read.
I misunderstood. Apologies.
I recall there being technical issues associated with small engines and heatsinks but I can't say for sure what they were.
#484
Posted 02 February 2022 - 04:54 PM
I can now confirm that leg hugging Lights are indeed annoying, but also incredibly vulnerable to arm mounted weapons. Also 6 AC5 shells hitting a light on the same point do things. I actually felt bad for him, if I had been one of the lesser Assault pilots he would have probably torn me to shreds whilst I span around helplessly with my arms locked at my sides, sobbing into my mike for someone to come save me from the little bad.
Reminder, oh yee of assault grade buttblastedness, back to the wall, arms unlocked. Or just counterturn, its really effective.
#485
Posted 02 February 2022 - 07:13 PM
Blood Rose, on 02 February 2022 - 04:54 PM, said:
I can now confirm that leg hugging Lights are indeed annoying, but also incredibly vulnerable to arm mounted weapons. Also 6 AC5 shells hitting a light on the same point do things. I actually felt bad for him, if I had been one of the lesser Assault pilots he would have probably torn me to shreds whilst I span around helplessly with my arms locked at my sides, sobbing into my mike for someone to come save me from the little bad.
Reminder, oh yee of assault grade buttblastedness, back to the wall, arms unlocked. Or just counterturn, its really effective.
sounds like the light didn't check its target's loadout before engaging.
#487
Posted 03 February 2022 - 09:49 AM
Blood Rose, on 02 February 2022 - 04:54 PM, said:
I can now confirm that leg hugging Lights are indeed annoying, but also incredibly vulnerable to arm mounted weapons. Also 6 AC5 shells hitting a light on the same point do things. I actually felt bad for him, if I had been one of the lesser Assault pilots he would have probably torn me to shreds whilst I span around helplessly with my arms locked at my sides, sobbing into my mike for someone to come save me from the little bad.
Reminder, oh yee of assault grade buttblastedness, back to the wall, arms unlocked. Or just counterturn, its really effective.
but...but...lights op plz nerf!11!!!
#488
Posted 03 February 2022 - 10:45 PM
ScrapIron Prime, on 02 February 2022 - 07:55 PM, said:
Well usually if you go against anni and you can see it's designation being 1A, 2A or 1X you ca be pretty damn sure it has some super nasty PPFLD weapons other ones might not be PPFLD but still most likely are and you don't want to get shot by it even once. Usually pretty bad idea to go knife fight annihilator in light mech unless you can be damn sure you can stay out of its firing line.
#489
Posted 04 February 2022 - 07:08 PM
I have seen and still see light mechs taking down assaults and heavies alone, mainly when those sort of mechs were alone, too.
When you are an assault or a heavy walking alone, that was and is always a bad idea. I tend to call out any cored mechs I encounter for the lights in the team, so they can take them down with one or a few shots.
Edited by Dryderian, 04 February 2022 - 07:18 PM.
#490
Posted 05 February 2022 - 12:02 PM
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Waaaaaait...
The hell are you talking about? Lights are OP?! How?! When?! Who?! And huh?!
Just learn not lag behind alone and lights would be suddenly less OP.
But, just wonder, really: If lights are so freaking absolutely irrevocably OP, just askin', why not play lights then? Because they are NOT OP?! What?! How?! Who?!
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Need some coffee to process this dump, sorry...
#491
Posted 05 February 2022 - 02:04 PM
Duke Falcon, on 05 February 2022 - 12:02 PM, said:
Most don't. The most common mechs in quick play from my observations are mediums and heavies with some assaults and a light or two with the odd light lance premade. Most also die without much damage or assists when they run up to a mech head on and get obliterated.
#492
Posted 07 February 2022 - 03:48 PM
Duke Falcon, on 05 February 2022 - 12:02 PM, said:
For the same reason none of the whiners do: They actually know that Lights are awful to play and the hardest class to do
The problem they have is that pre-Light survivability buff your average Light mech straight up disintegrated if it took any fire from one of these platforms - a meta loadout from a Heavy or Assault would not even need a good hit to end the Lights participation in the match.
Now Lights can actually be a threat and necessitate the mounting of dedicated anti Light weaponry (akin to the secondary battery on a Battleship), and the use of arm weapons that are not locked to the side, and/or a good aim to bring a square hit on an oncoming Light mech - the 6AC5 alpha on my Annihilator is hardly a good alpha for an Assault mechs main battery but a single good hit can remove the leg from all but the tougher Lights, and two good hits on any torso location will remove it, unless im in the rear then, well, "poof". And in addition to that I have 4 ML's, just in case.
The alpha from a well built FLD peek-a-boom mech will pretty much delete any Light aside from maybe an Urbanmech, which will be crippled. A good secondary battery will drive all but the most determined Light off. A skilled counterturn or slamming ones back to a wall, in both cases calling for help if needed, will deny most Lights the opportunity they need to engage and force them onto your guns.
And if all else fails, bring a Medium kitted out for anti-light duties and chase down the pesky fleas. Its a good support/strike loadout too.
#493
Posted 13 February 2022 - 05:52 AM
#494
Posted 13 February 2022 - 09:05 AM
MrMadguy, on 13 February 2022 - 05:52 AM, said:
Sized hardpoints should have been in from the start, but i can just tell the way you mean it is in order to nerf lights.
#495
Posted 13 February 2022 - 06:54 PM
Blood Rose, on 02 February 2022 - 04:54 PM, said:
I can now confirm that leg hugging Lights are indeed annoying, but also incredibly vulnerable to arm mounted weapons. Also 6 AC5 shells hitting a light on the same point do things. I actually felt bad for him, if I had been one of the lesser Assault pilots he would have probably torn me to shreds whilst I span around helplessly with my arms locked at my sides, sobbing into my mike for someone to come save me from the little bad.
Reminder, oh yee of assault grade buttblastedness, back to the wall, arms unlocked. Or just counterturn, its really effective.
yeh lights are op until they take a lazer vomit to the face and die lmao
imo unlocked missile do worst against lights. where as guided one destroy them, thats why stream crow is worst enemy of every light
my blood asp e with 102 firepower alpha scares lights, pseudo alpha from it is usually a kill or massive component damage.
Edited by JudauAshta, 19 February 2022 - 03:58 PM.
#496
Posted 19 February 2022 - 03:30 PM
They're supposed to fight tanks, infantry, helicopters, and do actual scouting.
But this is a 12v12 deathmatch game....so there is only one way to balance them.
#497
Posted 19 February 2022 - 03:56 PM
Tyman4, on 19 February 2022 - 03:30 PM, said:
They're supposed to fight tanks, infantry, helicopters, and do actual scouting.
But this is a 12v12 deathmatch game....so there is only one way to balance them.
Actually, it depends on the chassis. Panthers are intended to provide fire support for heavier units, and Urbanmechs are designed to ruin the day for anyone who dares step into their town, including Dire Wolves and Fatlases. Commando's and Javelins are supposed to harass heavier units whilst they are engaging your heavies and put large swarms of missiles down range and fleas are intended as a light trooper mech. Oh, and Jenners are literally designed to get around the rear of heavier Mechs and unload into them. Pumas are designed to royally mess up anything they see at long range.
So yeah, many Lights are intended to fight heavier mechs, including Assaults. The only ones we have in-game that are intended as pure scouts are, IIRC, the Spider, Locust, and Kitfox.
#498
Posted 19 February 2022 - 11:24 PM
Tyman4, on 19 February 2022 - 03:30 PM, said:
They're supposed to fight tanks, infantry, helicopters, and do actual scouting.
But this is a 12v12 deathmatch game....so there is only one way to balance them.
There is a vast gulf between the intended role of lights in tabletop, and the niche they can and should occupy in a real-time shooter game where the #1 priority is clicking the bad robots. For instance, one of the primary justification for lights in battletech is cost, a factor that essentially does not matter in mwo.
Its good to point this out, but, as I think you've said, there is only one way to balance them in this game, and that is, to make them capable of performing in mech-to-mech combat.
#499
Posted 20 February 2022 - 01:59 AM
Tyman4, on 19 February 2022 - 03:30 PM, said:
That's a highly inaccurate claim.
Tyman4, on 19 February 2022 - 03:30 PM, said:
Interestingly enough the Battletech tabletop (originally called BattleDroids) had Light mechs and Assault mechs way before there were any tanks or infantry as units. So no, Lights originally weren't supposed to fight tanks or infantry at all. That came significantly later. They were supposed to duke it out with whatever the opponent fielded as part of their mech force and that included Assault mechs.
As for scouting? The vast majority BT table top games are played on a singular or two or sometimes four of the standard map sheets. Larger maps can be used but that's relatively uncommon ... and while the advanced rule sets do include "double-blind" rules were each player on their turn only get's to see those enemy mechs for which they actually have LOS those rules are not that commonly used because they usually require two identical map setups (prefereably in different rooms) and a referee who shows and hides enemy units on a per turn basis for each player.
As a consequence most of the time the players do have full knowledge of where enemy units are and can plan / play accordingly ... no "scouting" needed. The only thing somewhat akin to "scouting" that happens there is a Light mech providing its LOS (sometimes enhanced with target designation) for indirect fire of LRMs and the like.
TL;DR: Stop with this false "Lights are for "scouting" and "fighting tanks / infantry" narrative. It's just plain wrong.
Edited by Der Geisterbaer, 20 February 2022 - 06:04 AM.
#500
Posted 20 February 2022 - 05:18 AM
They also never complain about beginners and below average pilots being able to field assault Mechs, when in the BTU most militaries certainly would not assign a 100t Mech to some cadet.
They also never complain that the number of light Mechs in the game is actually too low when in the lore it is the second most common Mech class (or most common, depending on the timeframe and unit).
And, of course, the idea that light Mechs are not supposed to kill other Mechs is utter nonsense on every level.
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