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Initial Feedback On The Firemoth
#21
Posted 20 February 2025 - 01:54 PM
#22
Posted 20 February 2025 - 03:34 PM
MASC and the Engine, plus ECM and max armor means you only really have like 4 tons of weapons to play with.
Swapping the LRM variant for ATM3s oddly enough works reasonably to buzz people at short range with lock on while MASC is shaking. Still have to be mindful of min range, but you're usually the one moving twice as fast as they can.
Would probably still get better games in a Cheetah or Piranha.
#23
Posted 20 February 2025 - 04:21 PM
#24
Posted 20 February 2025 - 08:40 PM
#25
Posted 20 February 2025 - 10:02 PM
Guy on voip whining about nerfing the moth. He actually thought because enemy team had one of them that's why we got rekt.
It's that type of mentality and cognitive dissonance that ruins all the nice things.
#26
Posted Yesterday, 03:22 AM
My experience so far is that their time-to-kill is way out of proportion considering how aggressive and out in the open many are played. No other lights can play that 'ballsy' and get away with it. The server tic rate seems to exacerbate this problem.
Right now, it seems to be one of the most unbalanced additions. This is especially noteworthy considering the patch notes explicitly addressing power creep and proclaiming the aim for balance and measure with game additions and changes ("We try to be as fair and balanced as possible").
#27
Posted Yesterday, 06:32 AM
wargnome, on 21 February 2025 - 03:22 AM, said:
My experience so far is that their time-to-kill is way out of proportion considering how aggressive and out in the open many are played. No other lights can play that 'ballsy' and get away with it. The server tic rate seems to exacerbate this problem.
Right now, it seems to be one of the most unbalanced additions. This is especially noteworthy considering the patch notes explicitly addressing power creep and proclaiming the aim for balance and measure with game additions and changes ("We try to be as fair and balanced as possible").
I disagree. I get away with being ballsy most of the time in my stealth Flea and stealth Spider.
The Fire Moth is just the flavor of the month right now.
Pay attention to how much damage they are actually doing. Not much. The biggest impact they have is drawing attention, NOT DAMAGE or kills.
I play almost exclusively lights, and bought all of the Fire Moths. So far, my impression is that anything I can do in a Moth, I can do in some other light.
Again, it comes down to the players. If you and/or your team decide to get distracted by a light, and get hammered by bigger mechs , that isn’t an OP light issue, that is a teamwork issue.
This is the REAL issue….Quick Play does not lend itself to REAL teamwork. So when heavies and assaults get attacked by a light, everyone wants to blame the light. When in actuality, what should be happening is the big boys should have escorts screening for them.
LIGHTS ARE THE SCAPEGOATS FOR BAD TEAMWORK.
#28
Posted Yesterday, 09:07 AM
Flash Riprock, on 21 February 2025 - 06:32 AM, said:
This.
We can't do ANYTHING to people who have their head on a swivel and don't get left behind alone 500m behind a cliff so that they can't be helped by anyone.
...Well, we can.
We can run in, guns blazing, and come out crippled or dead in exchange for MAYBE taking off one of your STs, assuming you have something resembling close range firepower and the ability to keep a burn on target or lead with a ballistic.
Or we can keep you pinned down/ retreating towards your team VERY slowly, because you try to keep your back away from us while you move.
Light mechs are like LRMs. We only really work on people who screw up.
#29
Posted Yesterday, 09:32 AM
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I can only speak from the POV of an assault-only player: This thing feels WAY to tanky for a 20t mech that can move at over 200kph and bring light weight clanner weapons. And I'm not talking about tracking/ping issues, I'm talking about legged Fire Moths taking several volleys of an assault mech point blank and still standing. No Flea or Locust can do that.
The last few days have been a huge pain in the a** literally and almost made me uninstall the game. The NASCAR mentallity of most players was already hard to deal with as an assault and something I don't understand. But now you're getting swarmed by a handful of 200kph mechs that feel as tanky as mediums, while everyone else is running away, like the problem of being chased by faster mechs will magically solve itself somehow? Can someone with more experience please explain to me what the thought is behind running in circles until the faster mechs shoot the slower ones in the back and then murder the rest of team? How did this become the meta and what was the reason behind it? Why not just turn around and fight, take down those few pesky lights as a whole team and then kill the rest?
Peak moment was yesterday when I called for help and someone actually turned around... but then shot me in the back trying to hit this thing, taking out my side torso in the process. At this point, I just gave up, let them kill me and closed the game. Only hope I have at this point is that Fire Moth players will soon get bored with their new toys and instead of 3-4 per team, you get 1-3.
#30
Posted Yesterday, 11:17 AM
WTFlo, on 21 February 2025 - 09:32 AM, said:
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I can only speak from the POV of an assault-only player: This thing feels WAY to tanky for a 20t mech that can move at over 200kph and bring light weight clanner weapons. And I'm not talking about tracking/ping issues, I'm talking about legged Fire Moths taking several volleys of an assault mech point blank and still standing. No Flea or Locust can do that.
The last few days have been a huge pain in the a** literally and almost made me uninstall the game. The NASCAR mentallity of most players was already hard to deal with as an assault and something I don't understand. But now you're getting swarmed by a handful of 200kph mechs that feel as tanky as mediums, while everyone else is running away, like the problem of being chased by faster mechs will magically solve itself somehow? Can someone with more experience please explain to me what the thought is behind running in circles until the faster mechs shoot the slower ones in the back and then murder the rest of team? How did this become the meta and what was the reason behind it? Why not just turn around and fight, take down those few pesky lights as a whole team and then kill the rest?
Peak moment was yesterday when I called for help and someone actually turned around... but then shot me in the back trying to hit this thing, taking out my side torso in the process. At this point, I just gave up, let them kill me and closed the game. Only hope I have at this point is that Fire Moth players will soon get bored with their new toys and instead of 3-4 per team, you get 1-3.
I feel the same way about assault mech alpha alpha alpha alpha gameplay.
Horses for courses, when you are having fun I generally am not as I hate having half my mech blown away from one single touch.
#31
Posted Yesterday, 11:30 AM
As a friemoth fighting one. I come to a dead stop, take aim at a leg, fire and masc on!
I almost feel sorry for the assault's, and I do not. Change up your trees to include anchor turn, and torso speed, this will help dramtically in being able to trwist enough when fighting any light 1 vs 1!
As I previously mentioned, it's armor is it's speed as it doesn't have any! It's firepower is in it's quicks for it doesn't have any of that either!
#32
Posted Yesterday, 12:19 PM
WTFlo, on 21 February 2025 - 09:32 AM, said:
This one's a bit of a contentious point, because what an "Assault mech alpha" is varies.
2x LBX20 and 4X CSRM6? 40+24 damage, spread across probably the whole mech. Let's say you only hit the torsos, and every single part of that alpha hits. Looking at maybe 20-ish damage on each component, if you did this whlie they were standing still and within optimal range. Less, naturally, if the spread is greater or you miss pellets.
6 CERML + 2 CLPL? 36 + 26 damage. Realistically let's say maybe 75% of that total burn is on target on a single torso. 45+ Damage, which should be enough to pop it, if it isn't twisting or moving at all to counter the burn. If it is, 20 damage sounds more reasonable, assuming none of that burn misses.
Twin heavy Gauss in optimal range? 50 damage straight up in one location, if you hit. Ends us instantly if you get the CT. Rips off a leg otherwise.
#33
Posted Yesterday, 01:18 PM
Right now a lot of players are running the FMT so there are usually more than one on the team which can make for brutal wolf-packing.
While not OP, I wouldn't be surprised if the thing gets nerfed in a future patch, either by reducing armour/structure bonuses and/or reducing the overheat damage reduction %.
Good hunting,
CFC Conky
Edited by CFC Conky, Yesterday, 01:21 PM.
#34
Posted Yesterday, 01:19 PM
The first few games with all laser build he averaged about 300 damage. In one game he got 600 damage and 4 kills. In the next two games, he got about 200 damage in each.
Switched to SRM 4 x3 build for 3 games and averaged about 450- 500 damage.
Switched to ATM 3 x2 build and averaged 500-550 over 3 games.
KEEP IN MIND HE DROPS AS A 4 MAN AND HAS HELP AND COMMUNICATION.
During these games I noted all the other Fire Moths performance on both teams. A couple of known good players averaged 400-500 over a few games. All others (probably 12-15 total) averaged about 200 damage, with several never breaking 100.
This mech is not OP.
Edited by Flash Riprock, Yesterday, 01:22 PM.
#35
Posted Yesterday, 01:31 PM
Flash Riprock, on 21 February 2025 - 01:19 PM, said:
How the man manages to go through that much ammunition AND land those shots consistently while zipping around an ECM laden battlefield at close range to maximize damage is beyond me.
#36
Posted Yesterday, 01:35 PM
Flash Riprock, on 20 February 2025 - 07:21 AM, said:
I believe the best AVERAGE damage for an AVERAGE player will be in the 250-300 realm.
Better players who know how to play lights will AVERAGE 350-400.
These mechs are not game-breaking. They are scary right now because they are fast and there are lots of them running around.
VERY few of them are getting multiple-kill games.
I pilot lights almost exclusively and enjoy the high speed. An average game for me is 2 kills and 500 damage. I have multiple 6,7 & 8 kill, 900-1000 damage games. For every one of those, I have a game where I die with no kills and 200 or less damage. It is the nature of lights.
Give it until the end of summer, after they go on sale for Cbills and the excitement wears off. Then you will see fewer of them because they will not appeal to any but the dedicated light player.
It's wonderful to see a bunch of lights, instead of the constant power creep of the last year.
And I just ran into a vulture with streaks, and it was scary, scary!
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As fragile as these Dashers are, they are not game breaking.
Not at all.
#37
Posted Yesterday, 02:02 PM
Flash Riprock, on 21 February 2025 - 06:32 AM, said:
Pay attention to how much damage they are actually doing. Not much. The biggest impact they have is drawing attention, NOT DAMAGE or kills.
^^^
I've had several matches already where I was basically just a distraction, waiting for the team to get there.
Same role that many lights play.
Next?
The Wasp...
We've already dug through sarna, plenty of variants to work with
#38
Posted Yesterday, 03:21 PM
Then there was the time I shot at one that was literally standing still. Direct hit. 0 damage. Also someone else saw it on voice chat and was like wtf?
#39
Posted Yesterday, 04:35 PM
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Edited by TELEFORCE, Yesterday, 04:35 PM.
#40
Posted Yesterday, 04:39 PM
GETREKT4K, on 21 February 2025 - 03:21 PM, said:
Then there was the time I shot at one that was literally standing still. Direct hit. 0 damage. Also someone else saw it on voice chat and was like wtf?
I will gladly test this with you if we happen to come across each other on opposite teams. Won't even bother to shoot back.
Turn recording software on, and we'll test what happens from both perspectives.