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Light Mech Improvements


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#1 Shark Bait

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Posted 09 February 2013 - 11:02 AM

I have a few items that could use some improvements regarding light mechs.
  • Leg Damage vs Terrain: This is a silly mechanic IMO. My heavy and assault mechs rarely take damage even if they fall a long way. My light mech on the other hand can nearly have its leg torn off by the time I reach a destination. The two are not equal. Now that we have an improved Net Code in place lights are easier to hit so it only makes sense to remove the damage to all mechs legs vs terrain unless the fall is greater than a specific height. I understand there has to be some damage vs terrain but make the damage more minimized. This is going to be a HUGE issue if and when MASC is implemented. I can already see my legs exploding…
  • XP/C-Bill Cap Rewards: A reward in the form of XP/C-Bills for number of seconds within a base should be awarded… or something similar. This is a tough mechanic because you do not want folks simply standing capping bases when they should be fighting but for the mechs like the Jenner, Spider, Commando (2D excluded) this is the only way these mechs have at excelling. Not saying there are not excellent pilots out there that can do very well, just that overall these mechs are already at a huge disadvantage due to Streaks and ECM and often times don’t live long enough to gain decent XP/C-Bill rewards.
  • SRM Streak Damage Reduction: These things are silly. The Raven 3L and Commando 2D are by far the best mechs in the game metric ton for metric ton. This is due to the combo of the Streaks and ECM but mainly the Streaks. When running my Spider 5D, that has ECM, I can only last between 3-5 hits when fighting one of these mechs. This is not due to Lasers but Streaks… The Streaks need to have their damage reduced and possibly even a wider spread or a targeted area only.. preferably a wider spread. Don’t get me wrong I love my 3L but it is way OP.
  • Jump Jet Improvements: With the last patch the JJs are getting much more realistic. One of the main drawbacks to the JJs is that they don’t fire fast enough regarding vertical lift (still even with the improvements) and they cause a stutter when landing which gives the opponent (such as a K2) a warm fuzzy as they blast you into oblivion. For the light mechs these JJs are supposed to be a means of escape, evade and eavesdropping. This could actually fix some of the issues with fighting 3L’s and 2D’s in that it would allow JJs to give you the drop on the escape prior to that 3rd fatal hit by the streaks. Also a little boost to the overall amount of time or total meters flown per JJ would be nice too.
Thanks for a Great Game and looking forward to Future Improvements

Regards ~ Shark Bait

#2 roflplanes

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Posted 09 February 2013 - 01:25 PM

Streaks are not really OP in terms of damage-per-missile, they could just use a little more damage spread, like you said. Or perhaps a decreased lock-hold time when you remove your crosshairs from the target? That would require far more pilot skill than "hold missile button, run in circle-ish pattern, WATCH THE MOUNTAINS BOW BEFORE ME.

Don't get me wrong, I'm a 3L/2D pilot who excels with both builds and they are NOT easy to pilot compared to heavier builds. I do, however, see some merit to your suggestion of damage spreading.





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