I have noticed since the last patch that the lighter mechs seem to have more killing power that the assaults.
Am I getting to be a worse player or others experiencing this issue, get hit twice in an awsom by a jenner and I die.
Balance appear to have gone the other way in regard to killing power.


Lighter Mechs Appear To Have More Killing Power
Started by Stile3081, Dec 30 2012 06:07 PM
9 replies to this topic
#1
Posted 30 December 2012 - 06:07 PM
#2
Posted 30 December 2012 - 08:09 PM
Stile3081, on 30 December 2012 - 06:07 PM, said:
I have noticed since the last patch that the lighter mechs seem to have more killing power that the assaults.
Am I getting to be a worse player or others experiencing this issue, get hit twice in an awsom by a jenner and I die.
Balance appear to have gone the other way in regard to killing power.
Am I getting to be a worse player or others experiencing this issue, get hit twice in an awsom by a jenner and I die.
Balance appear to have gone the other way in regard to killing power.
What is your Awesome's config? Just so we can get the variables out of the way first. ^^
#3
Posted 30 December 2012 - 08:16 PM
I don't 'disagree' with the OP here, the weight to power ratio might be off some. But I haven't found it to be a huge deal. I know that when I play a light I get my *** handed to me pretty readily, so in a light you are vulnerable...just harder to hit if played right, and seemingly carry a lot of firepower for such a small package.
#4
Posted 30 December 2012 - 08:19 PM
Lights could be hard to hit on the old tabletop game if piloted by a skilled mechwarrior. However, one shot with a PPC or AC 20 would severely cripple or kill them. Doesnt seem to be the case in this game which makes them off balanced.
#5
Posted 30 December 2012 - 09:16 PM
I agree that light mechs are freakishly annoying to deal with.
But, once better collision rules are implemented, this will no longer be the case. Piloting a light mech at those speeds will require exceptional skill. The average "circle jerk strafer" light mech pilot will have to actually figure out how to pilot their mech without splattering themselves all over the environment while topping speeds over 120+ kph.
But, once better collision rules are implemented, this will no longer be the case. Piloting a light mech at those speeds will require exceptional skill. The average "circle jerk strafer" light mech pilot will have to actually figure out how to pilot their mech without splattering themselves all over the environment while topping speeds over 120+ kph.
#6
Posted 31 December 2012 - 08:48 AM
Lights have a easier time to dish out damage, becase they can reach the enemy faster and constantly harass them. Will be somewhat easier to kill em, once netcode and collisions are fixed.
#7
Posted 31 December 2012 - 10:37 AM
And we need water to reduce the speed of Mechs as in TT. As it is now, we have 120kph submarines....
#8
Posted 31 December 2012 - 05:46 PM
ParasiteX, on 31 December 2012 - 08:48 AM, said:
Lights have a easier time to dish out damage, becase they can reach the enemy faster and constantly harass them. Will be somewhat easier to kill em, once netcode and collisions are fixed.
More like IF netcode and collisions are fixed...

#9
Posted 31 December 2012 - 06:20 PM
When it comes to scaling they really need to factor in all levels.
Armor
Firepower
Speed
Size
The lights are the smallest and fastest of the machines but what I do find is that the increase to speed and decrease to size does not scale properly with the decrease to armor and firepower that these mechs should have. But from what I've seen, this doesn't seem to be the case. A light can withstand too much punishment and can put out too much offensive capability paired with their speed and size.
The fault, in my opinion, comes with engine and heat sink upgrades. The engine upgrade comes with ability to put in double heat sinks while taking up no additional slots than regular ones on the engine itself. The lights can then equip heavy weaponry and not overheat with every shot.
The mechs' hardpoints might also need weapon size limitations.
Eg. Take a cata with the 4 missile hardpoints. Despite there being 2 per arm, it should be limited to 4 LRM 10s (two per arm) or two LRM 20s (one per arm). That way the size of the weapon is better represented by the visual representation of the hardpoint on the mech itself. No more PPC's being shot from what looks like it should be a small or medium laser.
This is something that is almost already done. Limiting the hardpoint locations to where the visual representation is located and limiting the size by the number of crit slots taken up vs the available crit slots. It just doesn't seem to be properly balanced between the weight classes vs the difference to speed and size.
Armor
Firepower
Speed
Size
The lights are the smallest and fastest of the machines but what I do find is that the increase to speed and decrease to size does not scale properly with the decrease to armor and firepower that these mechs should have. But from what I've seen, this doesn't seem to be the case. A light can withstand too much punishment and can put out too much offensive capability paired with their speed and size.
The fault, in my opinion, comes with engine and heat sink upgrades. The engine upgrade comes with ability to put in double heat sinks while taking up no additional slots than regular ones on the engine itself. The lights can then equip heavy weaponry and not overheat with every shot.
The mechs' hardpoints might also need weapon size limitations.
Eg. Take a cata with the 4 missile hardpoints. Despite there being 2 per arm, it should be limited to 4 LRM 10s (two per arm) or two LRM 20s (one per arm). That way the size of the weapon is better represented by the visual representation of the hardpoint on the mech itself. No more PPC's being shot from what looks like it should be a small or medium laser.
This is something that is almost already done. Limiting the hardpoint locations to where the visual representation is located and limiting the size by the number of crit slots taken up vs the available crit slots. It just doesn't seem to be properly balanced between the weight classes vs the difference to speed and size.
#10
Posted 31 December 2012 - 11:29 PM
I get my *** kicked when I use lights so bad. I admit I am at best a middle of the road light pilot. That said it's not the fire power of the lights that make them difficult its the lag shield.
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