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Fix Light Mech Damage


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#41 pattonesque

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Posted 15 February 2024 - 09:21 AM

View PostEider, on 15 February 2024 - 12:16 AM, said:

Known issue for years, people make excuses but the fact is the speed plus hitboxes and net essentially give them what i call speed armor. The funny part is damage on them will still count on your final score, yet they might end up perfectly ok on their end. But nah.. its only been years so you still got people defending their crutch.


try this the next time you encounter one of those horrible broken cheating lights

1. Don't immediately give up
2. Don't panic and freak out
3. Place your cursor over the light's legs (hitscan weapons) or where the light's legs will be (non-hitscan weapons. this is called "leading the target")
4. Left click. Possibly right click depending on your weapon groups
5. Observe the state of the light's legs
6. If the light's legs are damaged, go back to Step 3.
7. If the light's legs are undamaged or damaged less than expected, you missed or spread damage. Go back to Step *1*

guarantee this will help

#42 Darian DelFord

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Posted 15 February 2024 - 07:00 PM

View PostEider, on 15 February 2024 - 12:16 AM, said:

Known issue for years, people make excuses but the fact is the speed plus hitboxes and net essentially give them what i call speed armor. The funny part is damage on them will still count on your final score, yet they might end up perfectly ok on their end. But nah.. its only been years so you still got people defending their crutch.


Interesting fact...... the only proof of this said argument has been the counter point of its not true. Again another vid of how OP lights are




And another!!!!




#43 Darian DelFord

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Posted 15 February 2024 - 07:06 PM

Hey look again more proof lights are dead in the water in one shot.....................where is the other sides proof





#44 kalashnikity

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Posted 15 February 2024 - 08:52 PM

I have a few light mech builds that are pretty OP, none of them are even close to what it considered "meta", but they pull in some fantastic scores. They don't have max engine speeds, they often have shaved armor, they rely on the fact light mechs can poke extremely well (high acceleration and deceleration) and I can dump damage and hide again, never lasers, face time will get you killed.

#45 kalashnikity

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Posted 15 February 2024 - 09:43 PM

I've learned with lights, lasers will get you killed faster than anything else, better to use weapons that dump all the damage instantly, that one second of face time may not sound like much, but often it's the difference between the enemy shooting you and shooting air, especially at close range, than one extra second can be a death sentence.

#46 Curccu

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Posted 15 February 2024 - 09:53 PM

View Postkalashnikity, on 15 February 2024 - 09:43 PM, said:

I've learned with lights, lasers will get you killed faster than anything else, better to use weapons that dump all the damage instantly, that one second of face time may not sound like much, but often it's the difference between the enemy shooting you and shooting air, especially at close range, than one extra second can be a death sentence.

Lasers and MGs can get you killed if you get greedy but HLL&LMG Incubus is stupidly strong mech but requires pretty good awareness when you can DPS and when you get blasted to pieces.

#47 caravann

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Posted 16 February 2024 - 01:34 AM

- The Unkillable Soldier - Sabaton AMV (youtube.com ]

#48 1453 R

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Posted 16 February 2024 - 06:55 AM

Heeeeh. Perfect, Caravann. Well played.

#49 GoodTry

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Posted 16 February 2024 - 06:58 AM

Lights can die pretty easily.

Gauss out of nowhere at 91% health:


Instant overheat death at full component health:


Another instant overheat death at full component health:


Other light glances at you w/ MPL ERSL:


Two ERPPCs to rear CT:

Edited by GoodTry, 16 February 2024 - 07:49 AM.


#50 feeWAIVER

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Posted 16 February 2024 - 07:56 AM

Buuut guuuuuys....
Assault Dakka Boating is "the most skillful play style". Don't let anyone tell you otherwise.

#51 pbiggz

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Posted 16 February 2024 - 10:27 AM

View PostEider, on 15 February 2024 - 12:16 AM, said:

Known issue for years, people make excuses but the fact is the speed plus hitboxes and net essentially give them what i call speed armor. The funny part is damage on them will still count on your final score, yet they might end up perfectly ok on their end. But nah.. its only been years so you still got people defending their crutch.


So i take it you read OP, then skipped to the end of the thread to echo his made up gripe without reading any of the responses where its kind of more or less proven that what you're whining about isn't real.

#52 caravann

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Posted 16 February 2024 - 02:32 PM

The fact is that most mechs are not better than the other since both sides only get 12 mechs each.

Another is that assault mech pilots panick and have adapted to a playstyle of using their tonnage to create these alpha strike mechs who in faction play end up killing everything in a single shot that every competing play in faction play end up with assault shooting a bunch of heavy ppc, large pulse and everything that has the best damage/tonnage and rely on that even if they die by shooting at the mech they will take the mech with them in their grave since they going to use this to deplete their mech reserves.
The last drop is with light mechs in hope that they are going to have one of the assault fail hit the light mech and overheat die.

I understand that faction play is not common for many players and that they think that light mechs are good since in quickplay they drop light mechs on both sides when one has a light mech. The issue with that logic is that light mechs aren't hunters of light mechs. Even in Battletech lore they used medium mechs designed for this task even further as the elementals were introduced by the clans the inner sphere designed medium mechs who were streak srm boats and some of these could be in the heavy class. The main reason why assault aren't as powerful is that the game takes place in the dark age. It gets even further worse as after the dark age when the word of blake start to introduce urbanmechs with nukes.

If you want to have light mechs inferior you would have to install the old doctrines where you couldn't change the engine size.
It is the only component who couldn't be replaced on a mech,

As example of this you couldn't remove ecm from a raven since it was part of the mech and the same goes for hellspawn and bushwacker since these mechs are created with pre-clan/clan-hybrid experimental tech where the mech was compressed by having no size to fit the equipment. Raven was never a scout mech, the capellans used them for assault and the rest of the galaxy changed their role since it was cheaper to have a single mech with ecm than replace the old mechs. The capellans had no issue with replacing mechs since they were losing them in constant wars and was known for salvaging scrap metal.

When we are going the capellan route you get these frankenstein's monster mechs who are created from leftovers of battlefields. The old doctrine used the 4 mech in each lance laws. who were as we know to make armies inferior. They added mechs like the catapult, mechs who couldn't survive on their own to be the 4th wheel when it only needed 3 mechs for each lance.

In term of gameplay all is about wolfpack. Someone make them move forward and the other shoot them in the rear while the 3rd mech is to stop anyone to enter the battle between the 3 mechs where 2 shoots at 1 mech.

The rest of their team instead makes focus on the 3rd mech and the mech being target by the 2 wolfpack mechs is defeated.

It's up to the player what role they want to make, You can self line up mechs so that the atlas is shooting the 1 mech in the rear.
Faster mechs are able to do this since they are faster. Bigger mechs have to decide if they want to have armor or weapons.
Bigger mechs have less space than they think, if we look at space and weapons many assault do not have space for enough double heatsinks and may overvalue armor. This is how they end up relying on the team to cover that the light mech do not have space for higher amount of weapons that their heat is not increasing as fast or that many assault rely on their guns to win. Light mechs need to teamplay to win. The lonewolf plays with assault where they are playing a different role of taking opportunities. It doesn't make assault invulnerable. They are many times playing like steiner scouts, taking opportunities, hiding, ambushing. Never do we see assault who do not hide in MWO. Those are few numbered players and it is the assault players fault.

The fact is that most mechs are not better than the other since both sides only get 12 mechs each.

Another is that assault mech pilots panick and have adapted to a playstyle of using their tonnage to create these alpha strike mechs who in faction play end up killing everything in a single shot that every competing play in faction play end up with assault shooting a bunch of heavy ppc, large pulse and everything that has the best damage/tonnage and rely on that even if they die by shooting at the mech they will take the mech with them in their grave since they going to use this to deplete their mech reserves.
The last drop is with light mechs in hope that they are going to have one of the assault fail hit the light mech and overheat die.

I understand that faction play is not common for many players and that they think that light mechs are good since in quickplay they drop light mechs on both sides when one has a light mech. The issue with that logic is that light mechs aren't hunters of light mechs. Even in Battletech lore they used medium mechs designed for this task even further as the elementals were introduced by the clans the inner sphere designed medium mechs who were streak srm boats and some of these could be in the heavy class. The main reason why assault aren't as powerful is that the game takes place in the dark age. It gets even further worse as after the dark age when the word of blake start to introduce urbanmechs with nukes.

If you want to have light mechs inferior you would have to install the old doctrines where you couldn't change the engine size.
It is the only component who couldn't be replaced on a mech,

As example of this you couldn't remove ecm from a raven since it was part of the mech and the same goes for hellspawn and bushwacker since these mechs are created with pre-clan/clan-hybrid experimental tech where the mech was compressed by having no size to fit the equipment. Raven was never a scout mech, the capellans used them for assault and the rest of the galaxy changed their role since it was cheaper to have a single mech with ecm than replace the old mechs. The capellans had no issue with replacing mechs since they were losing them in constant wars and was known for salvaging scrap metal.

When we are going the capellan route you get these frankenstein's monster mechs who are created from leftovers of battlefields. The old doctrine used the 4 mech in each lance laws. who were as we know to make armies inferior. They added mechs like the catapult, mechs who couldn't survive on their own to be the 4th wheel when it only needed 3 mechs for each lance.

In term of gameplay all is about wolfpack. Someone make them move forward and the other shoot them in the rear while the 3rd mech is to stop anyone to enter the battle between the 3 mechs where 2 shoots at 1 mech.

The rest of their team instead makes focus on the 3rd mech and the mech being target by the 2 wolfpack mechs is defeated.

It's up to the player what role they want to make, You can self line up mechs so that the atlas is shooting the 1 mech in the rear.
Faster mechs are able to do this since they are faster. Bigger mechs have to decide if they want to have armor or weapons.
Bigger mechs have less space than they think, if we look at space and weapons many assault do not have space for enough double heatsinks and may overvalue armor. This is how they end up relying on the team to cover that the light mech do not have space for higher amount of weapons that their heat is not increasing as fast or that many assault rely on their guns to win. Light mechs need to teamplay to win. The lonewolf plays with assault where they are playing a different role of taking opportunities. It doesn't make assault invulnerable. They are many times playing like steiner scouts, taking opportunities, hiding, ambushing. Never do we see assault who do not hide in MWO. Those are few numbered players and it is the assault players fault.

The fact is that most mechs are not better than the other since both sides only get 12 mechs each.

Another is that assault mech pilots panick and have adapted to a playstyle of using their tonnage to create these alpha strike mechs who in faction play end up killing everything in a single shot that every competing play in faction play end up with assault shooting a bunch of heavy ppc, large pulse and everything that has the best damage/tonnage and rely on that even if they die by shooting at the mech they will take the mech with them in their grave since they going to use this to deplete their mech reserves.
The last drop is with light mechs in hope that they are going to have one of the assault fail hit the light mech and overheat die.

I understand that faction play is not common for many players and that they think that light mechs are good since in quickplay they drop light mechs on both sides when one has a light mech. The issue with that logic is that light mechs aren't hunters of light mechs. Even in Battletech lore they used medium mechs designed for this task even further as the elementals were introduced by the clans the inner sphere designed medium mechs who were streak srm boats and some of these could be in the heavy class. The main reason why assault aren't as powerful is that the game takes place in the dark age. It gets even further worse as after the dark age when the word of blake start to introduce urbanmechs with nukes.

If you want to have light mechs inferior you would have to install the old doctrines where you couldn't change the engine size.
It is the only component who couldn't be replaced on a mech,

As example of this you couldn't remove ecm from a raven since it was part of the mech and the same goes for hellspawn and bushwacker since these mechs are created with pre-clan/clan-hybrid experimental tech where the mech was compressed by having no size to fit the equipment. Raven was never a scout mech, the capellans used them for assault and the rest of the galaxy changed their role since it was cheaper to have a single mech with ecm than replace the old mechs. The capellans had no issue with replacing mechs since they were losing them in constant wars and was known for salvaging scrap metal.

When we are going the capellan route you get these frankenstein's monster mechs who are created from leftovers of battlefields. The old doctrine used the 4 mech in each lance laws. who were as we know to make armies inferior. They added mechs like the catapult, mechs who couldn't survive on their own to be the 4th wheel when it only needed 3 mechs for each lance.

In term of gameplay all is about wolfpack. Someone make them move forward and the other shoot them in the rear while the 3rd mech is to stop anyone to enter the battle between the 3 mechs where 2 shoots at 1 mech.

The rest of their team instead makes focus on the 3rd mech and the mech being target by the 2 wolfpack mechs is defeated.

It's up to the player what role they want to make, You can self line up mechs so that the atlas is shooting the 1 mech in the rear.
Faster mechs are able to do this since they are faster. Bigger mechs have to decide if they want to have armor or weapons.
Bigger mechs have less space than they think, if we look at space and weapons many assault do not have space for enough double heatsinks and may overvalue armor. This is how they end up relying on the team to cover that the light mech do not have space for higher amount of weapons that their heat is not increasing as fast or that many assault rely on their guns to win. Light mechs need to teamplay to win. The lonewolf plays with assault where they are playing a different role of taking opportunities. It doesn't make assault invulnerable. They are many times playing like steiner scouts, taking opportunities, hiding, ambushing. Never do we see assault who do not hide in MWO. Those are few numbered players and it is the assault players fault.

#53 Bassault

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Posted 16 February 2024 - 10:10 PM

You need to bring weapons that are best dealing with them. Playing QP in an Assault without gauss or short duration lasers is risky and will often get you rekt by lights. However most lights in QP are a joke so once you have the weapons to deal with them and you don't miss, you'll be fine.

#54 next comp

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Posted 17 February 2024 - 05:21 AM

Now that ISC is over we will return to our usual schedule of terrorizing QP with MLX-ED.

Be seeing you :^)

Edited by primoz, 17 February 2024 - 05:24 AM.


#55 Darian DelFord

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Posted 17 February 2024 - 07:32 PM

View PostRifleman89, on 11 February 2024 - 07:39 PM, said:

I've wasted time and money on this game with anything other than lights. They take no damage. comparatively, and if you don't play/abuse them - you're at a disadvantage. I will cut and paste this every day until they fix the BS model they've created.

And add to the fact that this game has become so anti light its not even funny!

#56 LordNothing

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Posted 17 February 2024 - 09:47 PM

lead your targets and kill your throttle. its hard to shoot a fast moving object from another moving object. i can hit lights with my 200ms alaska ping (there is no upgrading the speed of light) though usually have to aim 2 or 3 mechwidths in front for the hit to register.

#57 LordNothing

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Posted 17 February 2024 - 09:58 PM

View PostR O B O C O P, on 12 February 2024 - 07:57 AM, said:


even in Baradul's stream's (who i think can play) often happens when crosshare turn red = hit registred , but enemy light still fresh. So all this "trololo" about better skill and aiming , just ridiculous.


that may be computed client side and the server can disagree with that, this game is server authoritative so what it says is law. this is multiplayer 101. every game has lag, some are just better at hiding it than others.

#58 Alexander of Macedon

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Posted 18 February 2024 - 04:09 AM

View PostLordNothing, on 17 February 2024 - 09:58 PM, said:

that may be computed client side and the server can disagree with that, this game is server authoritative so what it says is law. this is multiplayer 101. every game has lag, some are just better at hiding it than others.


This, plus remember that if you're sensible and playing with all regions for the faster queue times the trade-off is that some of the people in the match have triple-digit ping. Sometimes that's you.

#59 LordNothing

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Posted 18 February 2024 - 07:55 AM

i get oddly similar ping times from all 3 regions, usually in the 100-200 range. alaska ping is what it is. were connected directly to a main trunk line so its very stable, unfortunately it bypasses canada goes down to the lower 48 and has to take a u-turn for an over land route into canada for the vancouver server. this makes the ping time a lot longer than it could be. if canada was linked directly to the trunk line say through brittish colombia, i could get double digits, but its hard to run cable (and pretty much any other infrastructure) through glaciers and mountain ranges. they are just everywhere around the norhthern pacific coast. cant wait till they figure out neutrino through the earth direct connections. they are hard to detect but not impossible.

Edited by LordNothing, 18 February 2024 - 07:57 AM.


#60 Rhaelcan

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Posted 18 February 2024 - 04:45 PM

View PostHeavy Money, on 11 February 2024 - 11:05 PM, said:

It is really annoying when you pump 300dmg worth of fire into a light and can't even open anything.
Let's not pretend the hitreg issues aren't maddening.
Let's also not pretend that Lights are owning the game.


They def arent tho lol





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