The Current Problem At The Light Mech Position
#61
Posted 02 February 2013 - 06:38 PM
#62
Posted 02 February 2013 - 06:38 PM
Now that they changed the way that spotting bonus works, and with ecm, it is much too hard to get spotting assists.
#63
Posted 02 February 2013 - 06:45 PM
nksharp, on 02 February 2013 - 06:38 PM, said:
Yes...that wasn't the point I was trying to make however.
I just find it funny when people complain when one "flavor of the month mech" is replaced by another.
Edited by Gammanoob, 02 February 2013 - 06:47 PM.
#64
Posted 02 February 2013 - 06:51 PM
#66
Posted 02 February 2013 - 06:56 PM
Window, on 02 February 2013 - 06:53 PM, said:
Please read the qualifier in this post:
COMPETITIVE PLAY
not pug matches.
Right. And the reason for not seeing CCDs do that, is because of posts like this which talk so highly about Ravens, which makes everyone jump on the Raven bandwagon. I'm thinking that 5 kills average per game would be good for COMPETITIVE PLAY. No? Oh ok, sorry then I guess 5 kills average is not good for COMPETITIVE PLAY.
#67
Posted 02 February 2013 - 07:03 PM
MWHawke, on 02 February 2013 - 06:56 PM, said:
Right. And the reason for not seeing CCDs do that, is because of posts like this which talk so highly about Ravens, which makes everyone jump on the Raven bandwagon. I'm thinking that 5 kills average per game would be good for COMPETITIVE PLAY. No? Oh ok, sorry then I guess 5 kills average is not good for COMPETITIVE PLAY.
Not very bright are you?
#68
Posted 02 February 2013 - 07:15 PM
It especially showcases how the Commando 2D as well is simply an inferior light due to SSRMS these days.
having good jumpjets that create real mobility for those equipped, and fixing ssrms to not be gaurenteed hitters would both be good to begin to help address this, but much comes back to ECM.
imho SSRMS are the most significant balance issue right now.
#70
Posted 02 February 2013 - 07:33 PM
The best way to fix the current situation, imho, is to make streaks more skill based. I've described how to do this in numerous threads, so I won't repeat it here. Others have given their ideas in this area as well.
#71
Posted 02 February 2013 - 07:45 PM
#72
Posted 02 February 2013 - 08:06 PM
MWHawke, on 02 February 2013 - 06:56 PM, said:
Right. And the reason for not seeing CCDs do that, is because of posts like this which talk so highly about Ravens, which makes everyone jump on the Raven bandwagon. I'm thinking that 5 kills average per game would be good for COMPETITIVE PLAY. No? Oh ok, sorry then I guess 5 kills average is not good for COMPETITIVE PLAY.
Your comprehension is lacking, this whole post is about competitive play ONLY.
So unless you have something to contribute regarding the COMPETITIVE gameplay in MWO then please leave it at the door.
Talking about PUG play has nothing to do with what is being discussed here.
#73
Posted 02 February 2013 - 08:10 PM
Edited by Wolf87535, 02 February 2013 - 08:19 PM.
#74
Posted 02 February 2013 - 08:59 PM
#75
Posted 02 February 2013 - 09:00 PM
Quote
hes not wrong though lol.
#76
Posted 02 February 2013 - 09:07 PM
The Raven has those weird hit boxes... that's part of the issue. Another is the small maps..... and finally, the simple fact is, not everyone is as good a shot as they think they are.
i hadn't heard of the Artemis + Streak thing yet..... I'd like that confirmed, if possible.
Back to the OP - I have to agree that the only light I am seeing with ANY regularity is is the 3L.... However, I believe that, with the code fixes reducing the lagshield that some lights had (how I wish I could have experienced it just once..... ), that if they fix the hit boxes on the 3L, that we can see some improvements. Another thing that might help is the working with the ECM some.... right now, it is entirely too effective, and will become more so when the Clans start to show. How many clan mechs, and variants, are missile based? The Streak 4 and 6 are kind of heavy on the original 16 omnis......
Nahuris
#77
Posted 02 February 2013 - 09:16 PM
Nahuris, on 02 February 2013 - 09:07 PM, said:
Clanners do have non-streak SRMs though, and they show up on a number of mechs. They are certainly less common than streaks, but not rare.
Off the top of my head, the Gargoyle Prime and Gargoyle A both have standard SRMs. The Vulture A has standard SRMs (compared to Streaks on the Vulture . Though not an original, the Koshi B has standard SRMs. Stormcrow D and Hellbringer B also sport normal SRMs.
Of those, the Vulture A would me the one you're most likely to see in its base form on an MWO battlefield, though I'd drop the AC5 to add more heat sinks, if I could get them to fit, personally.
#78
Posted 02 February 2013 - 09:35 PM
#79
Posted 02 February 2013 - 10:06 PM
I really would like to see a buff to AMS, make it more effective against SRM/Streaks and Boats... right now it encourages boating because you can just overcome it by shooting lots of missiles at once, while a single LRM 5 is basically pointless because it will shoot down the whole thing. ECM is better at stopping Streaks/LRM than AMS, and that's part of the problem.
The POINT of streaks is they don't miss, their purpose is to be good against light fast moving, hard to hit targets... we shouldn't take that away from them... that is their nich, it's why your supposed to take them: to have a tool to help you against smaller mechs by sacrificing the ability to do greater damage to larger mechs... that's a sort of meta-balance and it's a dynamic choice in how you build your mech. What the lights need in return is a tool to help them deal with this weapon that ALL of them can choose to equip, but that they give up something else in return for that protection against missiles (and not immunity, just protection) this should be AMS, NOT ECM. It's AMS only job, everything can mount it...
I want to have to consider putting AMS on my ECM Raven if I'm thinking about missiles. I want it to be a choice between stealth or missile defense and to have reasons for some people to run both. currently there is no reasons to even think about it.
The netcode fix helps a lot in giving other weapons a chance against lights but it's only a first step.
Adding collisions back in the game is going to help a lot, and it's coming... lights will have to lay off the throttle some to avoid crashing into things and making themselves a target, which will make it easier to hit them with other weapons, and I remember the days of collisions and how it was very realistic to do a lot of damage to lights with ballistics and lasers if they made a mistake and got knocked down. How it made them have to pilot in ways that we're less predictable so you couldn't cut them off to trip them.
The harshness of the Jump Jet nerf went a long way in making the 3L dominant as well. Didn't the dev's say they we're going to do something to help them get off the ground faster at-least, and that they agreed JJ we're too weak in current form?
Machineguns are terrible... and since anything heavyer is pretty extreme to mount on a ballistic slot of a light mech it hurts the Spider and Raven 4x (which are both also hurt by how weak JJ are). I'll be watching for the buff to JJ and machineguns, I want to try out the 4x again and not feel like I have to run a Gauss riffle/AC20 'joke build' to be successful.
Edited by Kreisel, 02 February 2013 - 10:10 PM.
#80
Posted 02 February 2013 - 10:07 PM
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