Teenage Mutant Ninja Urbie, on 16 June 2023 - 03:07 AM, said:
to be blunt here:
if you would START to read (use jarls) publicly availiable data (on data for example), instead of listening to what people CLAIM to be true,
you'd quickly SEE (again: facts) in what classes they do more ms, kills and wins (assaults) and in which their numbers are clearly worse (read: lights).
but no.. can't trust facts, can we?
you're struggling with lights, and instead of doing something about it (train, play accordingly), you make up your own facts and repeat mindlessly what those who blow the same horn claim to be true.
it's just .. sad.
It's a slick point to generalize all lights as an issue.
I consider that bigger lights 30t and heavier are fine.
I consider Locust, Flea and Pirahna as OP, especially ECM variants, but by exception of poking builds about 400m plus.
They are broken because of scaled down size, hitbox/hitreg issues, acceleration.
Statistics speculation.
1- 20tonners are slightly weaker at dealing damage. They can hit 700-1000dmg in 6 minutes QP match, but if you want yummy damage scores - you will try with heavier mechs. But you can't value threat and annoyance in damage numbers. You need a little damage to kill sidetorso and cripple the mech, even less to just destroy weapons in it. And zero damage to turn around a firing line with open structure on back.
2 - they are less forgiving about mistakes. But it is not the reason to mix t5 and pro level statistics.
3 - Noble players don't want to play the 20t because of ethical considerations)
Curccu, on 16 June 2023 - 03:16 AM, said:
I have popped plenty of those with one go and got gazillion of those hits that don't kill but leave light with orange or red internals with 1 hit, after that one scratch from anything and leg falls of or torso pops.
Light pilot skill issue