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Pirahna And Other Junks


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#81 pattonesque

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Posted 08 March 2022 - 12:50 PM

View PostScrapIron Prime, on 08 March 2022 - 12:18 PM, said:

Ugh, yeah, that's pretty bad. Nothing wrong with combining lurms and light peeps, but the TAG is redundant at that point and you should NOT mix small lasers of any kind with LRM's because you can't fire them both at once most of the time. Go Medium lasers instead so you can zap AND whoosh.


yeah it's just a fundamental understanding of how to build a good mech. It doesn't have enough LRMs to punch through AMS, doesn't have enough short-range firepower to deter anyone, and the LPPC/TAG is just too many tons committed to enabling a bad system.

No wonder he can't kill lights, all of them would eat him alive.

#82 PocketYoda

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Posted 09 March 2022 - 06:30 PM

View PostCurccu, on 07 March 2022 - 05:18 AM, said:

and they would be absolutely obsolete at that point and no one would play them. There is no battlevalue in this game to balance teams.
You can have almost 3 piranhas for 1 Direwolf in BT and I would guesstimate that dire wouldn't have eez win over those?


Which is how they should be!

View PostWeeny Machine, on 07 March 2022 - 05:56 AM, said:


You want to make 35t mechs even larger as well?! Sorry, but if you cannot hit one of the 35t mechs then the problem is certainly not the mech class (the barn door Jenner IIC comes to mind). If you had said: the 20t mechs a tad larger, the 35t back to the size before re-scaling and remove some armour quirks then I would have agreed with you.

The speed reduction would certainly kill the whole class for good.
Funny, though, that assaults and heavies can have higher engine ratings than in the TT...but you want to keep those. Double standards galore...


Light mechs should be 7-8 meters tall.. No i'd be fine with lowering to base standard across the board.

Games much too fast already.

Edited by Nomad Tech, 09 March 2022 - 06:34 PM.


#83 MyriadDigits

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Posted 09 March 2022 - 07:37 PM

View PostNomad Tech, on 09 March 2022 - 06:30 PM, said:


Which is how they should be!


Light mechs should be 7-8 meters tall.. No i'd be fine with lowering to base standard across the board.

Games much too fast already.



Okay dude seriously, just go play MechWarrior 5. Mechs are locked to stock speed, lights are terrible, and making sure every mech is viable doesn't matter for balance. All your dreams come true, and the AI is bad enough that I could play with my feet instead of my hands and still win.

But MechWarrior Online is a single spawn PVP game, and making sure every mech is viable is a very important part of balance. Lore, and especially grossly twisted visions of lore, are not a relevant part of the balance.

#84 martian

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Posted 09 March 2022 - 08:55 PM

View PostNomad Tech, on 09 March 2022 - 06:30 PM, said:

Which is how they should be!

Light mechs should be 7-8 meters tall..

In BattleTech novels light 'Mechs are as tall as the authors of those novels want. After all, the number has no effect on gameplay.

In the standard tabletop BattleTech gameplay, all 'Mechs are exactly two levels tall for the sake of simplicity.


View PostNomad Tech, on 09 March 2022 - 06:30 PM, said:

No i'd be fine with lowering to base standard across the board.

UrbanMech "running" 32 km/h?

Annihilator keeping its glacial 32 km/h pace?

I do not think that many players would buy and play such slow 'Mechs.


View PostNomad Tech, on 09 March 2022 - 06:30 PM, said:

Games much too fast already.

Just your opinion.

#85 pattonesque

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Posted 09 March 2022 - 09:10 PM

Nomad admit you want lights to be larger because you personally cannot hit them and have no desire to try to get better

#86 FLG 01

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Posted 10 March 2022 - 03:54 AM

View PostNomad Tech, on 09 March 2022 - 06:30 PM, said:

Light mechs should be 7-8 meters tall.. No i'd be fine with lowering to base standard across the board.


There is one, and only one canonical size chart. That is from TRO:3039.

Posted Image

Everything else is fan art and/or decanonized.

Edited by FLG 01, 10 March 2022 - 03:54 AM.


#87 Captain Caveman DE

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Posted 10 March 2022 - 06:48 AM

now here's a fun thing for april 1st;

would be great to hard-lock Nomad into %random-lights% for the whole april. just to see how he thinks about lights after actually using some. ;)

#88 Weeny Machine

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Posted 10 March 2022 - 07:40 AM

View PostCaptain Caveman DE, on 10 March 2022 - 06:48 AM, said:

now here's a fun thing for april 1st;

would be great to hard-lock Nomad into %random-lights% for the whole april. just to see how he thinks about lights after actually using some. Posted Image


In combination with a 1-day streak missile and dual heavy gauss event, sure!

Edited by Weeny Machine, 10 March 2022 - 07:41 AM.


#89 Der Geisterbaer

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Posted 10 March 2022 - 07:58 AM

View PostFLG 01, on 10 March 2022 - 03:54 AM, said:


There is one, and only one canonical size chart. That is from TRO:3039.

Posted Image

Everything else is fan art and/or decanonized.


~using a totally "serious" voice~

How dare you?! "Everybody" knows that in BT height levels are 6m per level where one level provides partial cover (=no hits on legs) and two levels grant full cover => All mechs regardless of weight class "must" be between 6+ and 12 meters in height. So go away with those outdated graphics where the Banshee is 14+ meters in height and focus on the fact that the Commando is clearly around 7m in that graphic ... just like Tech Nomad suggested as the "correct" lower end ... Please also completely ignore that a level height obstruction would in that case reduce the exposed parts to about 1m (or pretty much just the head of the Commando) instead of the 50% exposure the game rules dictate there regardless of actual physics. And even when accepting that 50% exposure please also accept that hitting a target of 3.5m in height vs. 7m behind an obstruction is totally "the same difficulty".

~cough cough~


#90 pbiggz

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Posted 10 March 2022 - 10:39 AM

View PostNomad Tech, on 09 March 2022 - 06:30 PM, said:


Which is how they should be!


Light mechs should be 7-8 meters tall.. No i'd be fine with lowering to base standard across the board.

Games much too fast already.


Just admit your gunnery sucks and you want the game changed around your personal skill level. Admit it. We all know its true but you're the only one here still trying to mask your motivations.

#91 Kanil

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Posted 10 March 2022 - 03:06 PM

View PostDer Geisterbaer, on 10 March 2022 - 07:58 AM, said:

Please also completely ignore that a level height obstruction would in that case reduce the exposed parts to about 1m (or pretty much just the head of the Commando) instead of the 50% exposure the game rules dictate there regardless of actual physics.


The Commando is just 6m of leg and 1m of torso, obviously.

#92 Blood Rose

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Posted 10 March 2022 - 03:08 PM

View PostNomad Tech, on 09 March 2022 - 06:30 PM, said:


Which is how they should be!

Cool. Make Light Mechs suck for direct combat but instead give them +500% capture boosts and rewards equivalent to 200 damage plus a kill for each target they scout, and rewards equal to 100 damage plus a kmdd for each spotting assist, keep mediums as they are and nerf capture rates and scouting/spotting rewards for heavies, remove them all together for assaults, and give the Lights missions only they can do, make maps bigger and make scouting basically a requirement.
But you wont agree to that because you dont want balance, you want to sit in your precious heavy/assault mech and win because YOUR the big mech so YOU SHOULD win, right?
Git gud, and maybe try piloting a Light.

Quote

Light mechs should be 7-8 meters tall.. No i'd be fine with lowering to base standard across the board.

Dont complain about the scaling. Lights are too small, Heavies and Assaults are too big, and the terrain is all over, from cars the size of toys to skyscrapers taller than Everest to the grand bloody canyons that are most "ditches", or the trees literally taller than two Sequoia's stacked atop one another. The scale is all over.

Quote

Games much too fast already.

Agreed, bring back timed convergence and reduce the number of hard points.

#93 CreativeAnarchy

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Posted 10 March 2022 - 09:51 PM

I would like the 20t to have a little more survivability on hits but they trade that all for speed and no mech is perfect.

Would be great if IS could get some of them lighter weapons and have a nice load out like the Piranha. Flea is OK but I think it could use a few more weapons. I haven't gotten a piranha yet but planning on it. I don't understand all this Locust PB fear.

I've not had problems so much with lights. Some kill me, some I kill.

If you got out of place and die to 1 light, you need to get better. If you got out of place and die to a wolf pack, you need to get better. If you can't hit a fast light, you need to get better, don't need to track CT but at least be able to track and hit them. If you are in tier 5 and die to a light, you need to practice, you are in tier 5 after all.

To sum up, you need to practice and up your game.

#94 Captain Caveman DE

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Posted 11 March 2022 - 05:09 AM

View PostCreativeAnarchy, on 10 March 2022 - 09:51 PM, said:

To sum up, you need to practice and up your game.


the bottom line of 19/20 threads here.
probably more.

#95 martian

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Posted 12 March 2022 - 12:23 AM

View PostCreativeAnarchy, on 10 March 2022 - 09:51 PM, said:

If you got out of place and die to 1 light, you need to get better. If you got out of place and die to a wolf pack, you need to get better. If you can't hit a fast light, you need to get better, don't need to track CT but at least be able to track and hit them. If you are in tier 5 and die to a light, you need to practice, you are in tier 5 after all.

To sum up, you need to practice and up your game.

Of course, moments of bad luck happen sometimes.

But I think that the greatest problem of some people is their unwillingness to learn from their mistakes.

#96 CFC Conky

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Posted 12 March 2022 - 10:20 AM

View PostAn6ryMan69, on 07 March 2022 - 10:41 AM, said:

...

I have come to really appreciate that I can actually pick any mech there is, and with some good decision making in the mechlab, and some skill and practice, I can go out and have a good time and be competitive. That's a good thing.


Bingo.

Good hunting,
CFC Conky

#97 Seelenlos

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Posted 24 March 2022 - 02:42 PM

I am still not done with this Issue.

Looking at the Traits of all Mechs, it is not undo-able to see in plain sight, that Light-Mechs with MGs or Lasers are getting sooooo Many Bonus on Cool-Down and Fire-Rate, that it makes their Damage 1000% more to a similar Mech from Med, Heavy or Assault with also more Missile or Laser slots having NO-BONUS-TRAITS AT ALL!

So what does that mean:
Your Catapult A1 has cooldown 10% vs a Locust 3s with 30% Cool-down ab also Bonus to Ammo (Bonus to AMMO for a light Mech? what an insult to physics but hey ...) and a lot of other Bonus-traits + Hit-Box and Speed advantage.

Would these Mechs also have the same values vs their specialized heavier counterparts, (speed-bonus excluded) THEN we could speak of a nearly even Game-play.

I myself have the Urban with 1 Ton of Ammo I am SUPPERIOR to the above Catapult, which in-Genuin is a specialy Missile-Boat THAT should apriori have a Missile-Bonus like the said Urban-Mech, even not double the Bonus to any other Mech not Specialized.

There is still a lot of work to be done vs the lights imbalance.

#98 pattonesque

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Posted 24 March 2022 - 03:03 PM

View PostSeelenlos, on 24 March 2022 - 02:42 PM, said:

I am still not done with this Issue.

Looking at the Traits of all Mechs, it is not undo-able to see in plain sight, that Light-Mechs with MGs or Lasers are getting sooooo Many Bonus on Cool-Down and Fire-Rate, that it makes their Damage 1000% more to a similar Mech from Med, Heavy or Assault with also more Missile or Laser slots having NO-BONUS-TRAITS AT ALL!

So what does that mean:
Your Catapult A1 has cooldown 10% vs a Locust 3s with 30% Cool-down ab also Bonus to Ammo (Bonus to AMMO for a light Mech? what an insult to physics but hey ...) and a lot of other Bonus-traits + Hit-Box and Speed advantage.

Would these Mechs also have the same values vs their specialized heavier counterparts, (speed-bonus excluded) THEN we could speak of a nearly even Game-play.

I myself have the Urban with 1 Ton of Ammo I am SUPPERIOR to the above Catapult, which in-Genuin is a specialy Missile-Boat THAT should apriori have a Missile-Bonus like the said Urban-Mech, even not double the Bonus to any other Mech not Specialized.

There is still a lot of work to be done vs the lights imbalance.


buddy, the Catapult-A1 just got +2 SRM HSL, +25 armor to its weapon arms, and +10% missile velocity. It is hilarious you think this is a bad mech because it is MONSTROUSLY powerful

#99 Teenage Mutant Ninja Urbie

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Posted 24 March 2022 - 09:16 PM

View Postpattonesque, on 24 March 2022 - 03:03 PM, said:


buddy, the Catapult-A1 just got +2 SRM HSL, +25 armor to its weapon arms, and +10% missile velocity. It is hilarious you think this is a bad mech because it is MONSTROUSLY powerful


but his 1t-ammo Urbie still eats that thing for breakfast, because it's a light, and hence OP. dude, you gotta keep up..
;)

#100 martian

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Posted 24 March 2022 - 09:54 PM

View PostSeelenlos, on 24 March 2022 - 02:42 PM, said:

I am still not done with this Issue.

Great!


View PostSeelenlos, on 24 March 2022 - 02:42 PM, said:

Looking at the Traits of all Mechs, it is not undo-able to see in plain sight, that Light-Mechs with MGs or Lasers are getting sooooo Many Bonus on Cool-Down and Fire-Rate, that it makes their Damage 1000% more to a similar Mech from Med, Heavy or Assault with also more Missile or Laser slots having NO-BONUS-TRAITS AT ALL!

Are you really comparing light 'Mechs with assault 'Mechs such as Blood Asp, Fafnir, Supernova or Cyclops?

Have you not noticed that assault 'Mechs can kill enemy 'Mech on a few hundred metres? Light 'Mechs would have a big problem when attempting to achieve the same.

And of course, such MG-derived firepower is always very short-ranged, if compared with the usual GR/ER PPC/ER Large laser firepower of assault 'Mechs.


View PostSeelenlos, on 24 March 2022 - 02:42 PM, said:

So what does that mean:
Your Catapult A1 has cooldown 10% vs a Locust 3s with 30% Cool-down ab also Bonus to Ammo (Bonus to AMMO for a light Mech? what an insult to physics but hey ...) and a lot of other Bonus-traits + Hit-Box and Speed advantage.

CPLT-A1 Catapult can kill or damage enemy 'Mech on a few hundred metres with its LRMs. As for the LCT-3S Locust - it has 20% cooldown for its LRMs, not 30% as you say.

Could you compare the number of LRMs carried by both 'Mechs?


View PostSeelenlos, on 24 March 2022 - 02:42 PM, said:

Would these Mechs also have the same values vs their specialized heavier counterparts, (speed-bonus excluded) THEN we could speak of a nearly even Game-play.

You would like to make light 'Mechs even weaker?


View PostSeelenlos, on 24 March 2022 - 02:42 PM, said:

I myself have the Urban with 1 Ton of Ammo I am SUPPERIOR to the above Catapult, which in-Genuin is a specialy Missile-Boat THAT should apriori have a Missile-Bonus like the said Urban-Mech, even not double the Bonus to any other Mech not Specialized.

Can your UrbanMech fire some 50-60 LRMs in one salvo?


View PostSeelenlos, on 24 March 2022 - 02:42 PM, said:

There is still a lot of work to be done vs the lights imbalance.

Are you talking about boosting light 'Mechs?





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