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Unlocked My "fun Mode"


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#1 Maj Destruction

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Posted 14 August 2022 - 06:50 PM

After finding lights to be death traps when I started MWO last year, I decided to give them another try a few days ago. What a hoot! It's like a different game. The action is more intense and fast-paced, while still allowing my casual-gamer reflexes to be competitive (unlike a lot of online games). It's also opened up interesting gameplay options, like scouting, cap'ing resource points/bases, distracting the big mechs, etc.

I'm finding myself interacting with the team a lot more, using more strategy, and getting more involved in the game, vs just trading damage in a brawl or lumbering around throwing LRMs.

Definitely the most fun I've had with MWO. I don't even care about my score right now, just as long as I'm learning something/improving skills, and helping the team (even when that just consists of relaying info over voice comms). Guess I was in a bit of a rut with my assault mechs.

Matt

#2 ThreeStooges

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Posted 14 August 2022 - 07:13 PM

I use mostly lights for all the fun they have. Assaults are simply too slow to impact game modes out side of skirmish. All the things are what lights can do best "like scouting, cap'ing resource points/bases, distracting the big mechs, etc"

A pitty the game hardly rewards doing them yet a decent wolf pack can heavily affect the outcome of a match. Once you just don't care about score or kills and just go at it with a light they are most rewarding. I play mine so much anything going less than 81 is just too slow.

#3 Akamia Terizen

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Posted 14 August 2022 - 07:18 PM

I witnessed a massive wolfpack just three days ago, in which no one on my team died. So it can definitely pay off in a big way. I was in a Warhawk at the time, so I was not part of the said pack. lol

I don't think that's the norm, and probably doesn't happen at higher level play, but when it works, it works!

#4 1Exitar1

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Posted 14 August 2022 - 08:37 PM

Light mechs can be a blast to play! I think my favorite is the Myst Lynx G. Lots of jump jets, fairly fast and with all the machine guns, it can do lots of damage once the enemy armor starts to come off!

My new favorite mech is the Crusader 6T with 2 snub PPCs and 12 small lasers! It is fairly fast for a heavy, at 93KPH, and can really tear the enemy to bits up close! I do wish it had better jump jets though. If it did, it could be a ramped up Myst Lynx!

#5 LordNothing

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Posted 14 August 2022 - 10:04 PM

it really depends on what lights you are using. 30 tonners seem to be the sweet spot.

#6 martian

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Posted 14 August 2022 - 10:57 PM

View PostMaj Destruction, on 14 August 2022 - 06:50 PM, said:

After finding lights to be death traps when I started MWO last year, I decided to give them another try a few days ago. What a hoot! It's like a different game. The action is more intense and fast-paced, while still allowing my casual-gamer reflexes to be competitive (unlike a lot of online games). It's also opened up interesting gameplay options, like scouting, cap'ing resource points/bases, distracting the big mechs, etc.

I'm finding myself interacting with the team a lot more, using more strategy, and getting more involved in the game, vs just trading damage in a brawl or lumbering around throwing LRMs.

Definitely the most fun I've had with MWO. I don't even care about my score right now, just as long as I'm learning something/improving skills, and helping the team (even when that just consists of relaying info over voice comms). Guess I was in a bit of a rut with my assault mechs.

Matt


I had a fun light 'Mech game just a few hours ago.

It was Conquest on the Rubellite Oasis map. Usually I vote for Conquest, even though I know that some players hate it ...

Posted Image

... and surprisingly, it was Conquest! Posted Image

Posted Image

In the beginning of the game I capped only to make sure that we will not lose on caps.

However, after a while it was obvious that the things are going south and that we are not going to win on kills. So I went the full cap mode because it was the only practical way of ensuring the victory of my team. Posted Image

In the end, I spent 1 minute and 50 seconds capping bases and counter-capping enemy bases - far more than any other friendly or enemy 'Mech in the battle. Posted Image

Posted Image

But in the end, it worked. I even got two kills and some damage on enemy 'Mechs that tried to stop me. Posted Image

Posted Image

The green arrow was a nice bonus.


Posted Image

I was lucky to deploy in my "Shard" instead of in some slow heavy 'Mech. I really like this OmniMech. Posted Image

Edited by martian, 14 August 2022 - 11:36 PM.


#7 RickySpanish

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Posted 15 August 2022 - 05:08 AM

Fast 'Mechs are the way, there are also some Mediums I recommend - The Black Lanner in particular manages 150kph with speed tweak and MASC up. One of the Phoenix Hawks also has a MASC variant that gets it some decent speed in a pinch (but the mounts are not as good). I would avoid the Shadowcat though, it's pants. If you have the MC, the Incubus Sabre with 2 ER PPCs might be one of the best 'Mechs in the game, period.

#8 ScrapIron Prime

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Posted 15 August 2022 - 07:22 AM

Anything that clears 100 kph and can bring a decent weapons payload is a fun way to play. Just don't stand still!

#9 Zeddicuus

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Posted 15 August 2022 - 07:54 AM

I've been finding that I really like the Incubus Hero I bought a few weeks ago for the capture bonus. Been enjoying the arctic cheetah for its awesome mobility as it has a lot of speed and jump jets to boot.

I've been finding myself enjoying the Light class more now that I'm more familiar with the game.

#10 caravann

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Posted 15 August 2022 - 08:13 AM

Armored trooper votoms armada of light mechs coming through,

#11 Ihlrath

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Posted 15 August 2022 - 01:56 PM

View PostAkamia Terizen, on 14 August 2022 - 07:18 PM, said:


I don't think that's the norm, and probably doesn't happen at higher level play, but when it works, it works!


In my opinion the 'Higher levels of play' are basically long range slap fest or or organized steam rolls. 2/10 would not recommend.

#12 TheCaptainJZ

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Posted 15 August 2022 - 03:51 PM

Light mechs are more fun with a buddy. Have played some games with my brother where we can gang up on enemies.

#13 martian

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Posted 17 August 2022 - 12:36 AM

View PostRickySpanish, on 15 August 2022 - 05:08 AM, said:

Fast 'Mechs are the way, there are also some Mediums I recommend - The Black Lanner in particular manages 150kph with speed tweak and MASC up. One of the Phoenix Hawks also has a MASC variant that gets it some decent speed in a pinch (but the mounts are not as good). I would avoid the Shadowcat though, it's pants. If you have the MC, the Incubus Sabre with 2 ER PPCs might be one of the best 'Mechs in the game, period.

The Viper is not exactly OP, but it is fun to play.

#14 PocketYoda

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Posted 17 August 2022 - 05:47 AM

I'm a kitfox, Adder urbanmech type light guy.. They are what i consider fun lights.. Wolfhounds Incubus and Panthers can be fun as well.

I would never play a spider, Osiris or raven if my life depended on them.

Edited by Nomad Tech, 22 August 2022 - 04:57 PM.


#15 Burning2nd

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Posted 17 August 2022 - 03:13 PM

strictly Lct-pb

the 167kph crew....

i can pull off 1000 damage

#16 GoodTry

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Posted 18 August 2022 - 11:28 AM

Lights are awesome. Many of light mech builds have a DPS comparable to an assault mech (albeit with range limitations). They move fast and they allow you to react to what is going on. You don't get focused in a light mech nearly as much as the assaults and, against people who can't aim, you may be tankier as well.

Edited by GoodTry, 18 August 2022 - 11:29 AM.


#17 Maj Destruction

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Posted 18 August 2022 - 07:19 PM

I'm hearing good things about those Incubus mechs. I did complete the free mech event yesterday, so we'll see how the free one works out.

I bought a Firestarter and am impressed with the damage potential, though I do miss stealth. Throws down a lot of hurt for such a small mech. I still find myself going back to the Flea for good low-stress fun and excitement. Last night my daughter (who also runs a Flea) and I almost won a Conquest round after our team got stomped, just by cap'ing. Later on I *did* win what was looking like a lost round in Conquest, it was just me against 3 opponents. The other team had been way behind on resource points, but ended up with 714 at the end. I out-capped 'em. That felt good.

I played with my Marauder again the other day and happened to get nuked by two lights. I realized something....every time I can remember getting wasted by a light while running an assault, they have machine guns. So I stuck MGs on my Firestarter.....yep, they are insane. I don't really get it....I have 4 MGs, damage is supposedly 1/s per MG, but in the testing grounds, I can shoot a big mech in the back and kill in a second or two, which is in line with what my Marauder occasionally suffers from lights. But I'm not seeing such success in-game with this tactic. I'm not forgetting my relatively poor aim, but there have been several instances where I find big mech busy in battle, barely moving, and I just park myself behind it, loading it up with MGs.....but it doesn't die. It makes me wonder if I have some lag issues causing shots to miss when they shouldn't. I will say I've seen more laggy weirdness lately, such as mechs instantly jumping a few feet, and my own mech "teleporting" through another mech instead of colliding.

I have managed north of 400 DMG with the Firestarter a few times, so that's nice. But I'm also getting more instances of positive pilot rating with the Flea than I was initially (not that I'm terribly concerned about my rating), even though my damage is not improving with that mech. I am learning to hang around and help my team more, that apparently is boosting my score.

Matt

#18 martian

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Posted 18 August 2022 - 11:07 PM

View PostMaj Destruction, on 18 August 2022 - 07:19 PM, said:

I'm hearing good things about those Incubus mechs. I did complete the free mech event yesterday, so we'll see how the free one works out.

I am sure that you will like this Incubus.


View PostMaj Destruction, on 18 August 2022 - 07:19 PM, said:

I bought a Firestarter and am impressed with the damage potential, though I do miss stealth. Throws down a lot of hurt for such a small mech. I still find myself going back to the Flea for good low-stress fun and excitement. Last night my daughter (who also runs a Flea) and I almost won a Conquest round after our team got stomped, just by cap'ing. Later on I *did* win what was looking like a lost round in Conquest, it was just me against 3 opponents. The other team had been way behind on resource points, but ended up with 714 at the end. I out-capped 'em. That felt good.
....
I have managed north of 400 DMG with the Firestarter a few times, so that's nice. But I'm also getting more instances of positive pilot rating with the Flea than I was initially (not that I'm terribly concerned about my rating), even though my damage is not improving with that mech. I am learning to hang around and help my team more, that apparently is boosting my score.

Matt

The Firestarter is a good 'Mech.

There was a challenge some time ago and I have won a slightly different model of this 'Mech - the Champion variant FS9-S(C).

Pretty nice 'Mech with a cool livery and a bolt-on.

Posted Image


View PostMaj Destruction, on 18 August 2022 - 07:19 PM, said:

I played with my Marauder again the other day and happened to get nuked by two lights. I realized something....every time I can remember getting wasted by a light while running an assault, they have machine guns. So I stuck MGs on my Firestarter.....yep, they are insane. I don't really get it....I have 4 MGs, damage is supposedly 1/s per MG, but in the testing grounds, I can shoot a big mech in the back and kill in a second or two, which is in line with what my Marauder occasionally suffers from lights. But I'm not seeing such success in-game with this tactic. I'm not forgetting my relatively poor aim, but there have been several instances where I find big mech busy in battle, barely moving, and I just park myself behind it, loading it up with MGs.....but it doesn't die. It makes me wonder if I have some lag issues causing shots to miss when they shouldn't. I will say I've seen more laggy weirdness lately, such as mechs instantly jumping a few feet, and my own mech "teleporting" through another mech instead of colliding.

Note that enemy 'Mechs in the live game have probably boosted their armor and structure, so they are sturdier than they seem in the training grounds..

Also, they are not standing perfectly still in the live game, so it is possible that you are spreading your damage across their side torsos too.

#19 Maj Destruction

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Posted 18 August 2022 - 11:34 PM

"Note that enemy 'Mechs in the live game have probably boosted their armor and structure, so they are sturdier than they seem in the training grounds.."

That's a good point I'd overlooked.

On some of the instances, I don't think spread damage is the issue. I walk right up behind a slow moving mech and light it up at point blank range.

Matt

#20 martian

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Posted 19 August 2022 - 12:05 AM

View PostMaj Destruction, on 18 August 2022 - 11:34 PM, said:

"Note that enemy 'Mechs in the live game have probably boosted their armor and structure, so they are sturdier than they seem in the training grounds.."

That's a good point I'd overlooked.

On some of the instances, I don't think spread damage is the issue. I walk right up behind a slow moving mech and light it up at point blank range.

Matt

Also note that all 'Mechs in the training grounds are stock 'Mechs, so they do not often even carry as much armor as they could carry in theory.

If you add all these things together, the difference can be significant. For example, the CT of the Cataphract:
  • in the training grounds: 136 hit points
  • in the game with the fully boosted armor and structure: 188 hit points, i.e. +38% Now you know why those 'Mechs are harder to kill in the game. Posted Image

Also note that the last patch has indirectly nerfed light 'Mechs and directly boosted heavy and Assault 'Mechs even further: Patch Notes - 1.4.265.0 - 18-July-2022

The last patch let Heavy and Assault 'Mechs can carry more armor and more structure.





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