Clan light mechs....

Thread in 'MechWarrior Online' started by I_AM_ZHOUL!!!, Apr 23, 2014.

Does the fact that Clan mechs have a fixed engine please you..?

  1. Hell yes!!!!! I hate OP lights with their lag shields and instant pinpoint damage

    11 vote(s)
    55.0%
  2. Hell no!!!! I play OP lights with their lag shields and instant pinpoint damage!!!!

    9 vote(s)
    45.0%
  1. I_AM_ZHOUL!!!

    I_AM_ZHOUL!!! Well-Known Member

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    Is anyone else as happy as me that the clan light mechs will be pretty non existent on the battlefield...? Cause I am very happy about it!!!!!!! Like the Adder with a top speed of 97kph (106kph w/speed tweak) means they sure won't be playable or at least the people who play Light sure won't be in them... I understand that it is very slow for a Light BT wise (6/9) but the inability to shove giant XL engines in them improves my happiness and joy to levels I had believed PGI had disabused me from being able to achieve.... if they change the Omni-Tech construction rules to allow the same kind of Light abuse (generally referred to as Typical Light Bullsh*t) I will be quitting this game and demanding a refund if it happens after I buy my $240 Clan Package...

    Nathan

    Edit* Question answered by Micheal...
     
  2. Michael

    Michael Grand Poobah

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  3. I_AM_ZHOUL!!!

    I_AM_ZHOUL!!! Well-Known Member

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    Thanks Michael... I saw it after I saved it and was setting it up while you insta-responded to my question....
     
  4. Solahma

    Solahma Star Lord

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    Don't like the vote options. They are far too extreme. Permanent engines have always been part of clan tech and was expected. It adds some downsides to picking a clan mech over inner sphere. I like the fact that they are carrying over static clan engine ratings.

    You will be able to change armor values however.
     
  5. I_AM_ZHOUL!!!

    I_AM_ZHOUL!!! Well-Known Member

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    In the 3 clans I drop with regularly plus the few where I know a guy and will drop with him with his clan... there are 2 types of people Light Pilots and everybody else... they only and always drop Lights everytime, everybody else floats around med/hvy/ast and generally avoids Lights... to the point I refuse to drop with the Light Pilots anymore, having +6 minutes of my life wasted while that guy runs around in his 3L or 5D being the last one alive in an 11 to 3 rollstomp isn't entertaining to anyone else in the game... also why I drop almost exclusively Assualt now and Conquest only in dedicated Light Killers since there will be at 6 on the opposing team....

    The poll was meant to be outrageously facetious to highlight how the community has really started to shape up... but add some suggestions and I'll edit the poll and put them in

    Nathan
     
  6. epikt

    epikt Benefactor

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    Well, this sure lacks moderation at least as much as the poll options.

    If you forced me to take a side I'd say I'm a light pilot, since my favourite and by far most played mech is the Jenner. But it does not mean I don't enjoy heavier mechs. I'm actually quite enthusiast about mediums and heavies, as long as they're fast and/or carry ballistics: I love Jagers, Dragons, Cats, Centurions, Hunchies, Blackjacks, etc...
    Except for the "competitives", players aren't that single-minded.

    I also find it quite "funny" you speak about "light abuse", as if lights were outrageously unbalanced and overpowered when, with all those tight packs, high alphas and mid/long range engagements, piloting a light mech became much harder than it could have been in the past (well, maybe it was worse when battlefield was full of fast streak-boats).
    Even if I agree with you those ERLLas ECM Ravens are just boring and don't bring anything interesting to the game.

    As for the question, I have no opinion yet about clan lights engine.
    Generally speaking, I really like that clan engine is fixed. But I admit I do worry about the stock engine of light mechs being too low to be viable (and what's the point of releasing mech that nobody plays?). With no armor speed is life, and if your light does not goes faster than 120kph better drop in a medium.
     
  7. Durandal

    Durandal Min-Max Maniac

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    More or less what I thought when I saw the Adder as well (aside from "oh look, it has a pretty little bonnet." Cannot be unseen). Speed is Life for a light...and at 35 tons, maxing out under 100 KPH before Elite sounds suicidal. If it has ECM capability, that would help a bit...but it's still a slow mech with little weaponry. Even if those 2 clan ERPPCs hit hard, it's worth mentioning that the mouseover for the Nova shows an 81KPH top speed on a 50 tonner with 12 ERMLas, for a 60 point alpha that would tear this little thing to shreds. And that's just the default config...
     
  8. Dr. Danger

    Dr. Danger Advanced Member

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    I voted yes, despite being a devoted Jenner pilot.

    I just don't like the Clans. Everything making a Clanner's life more miserable is good news for me.
     
  9. WhoopieMonster

    WhoopieMonster Advanced Member

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    They are slower, but they are also tougher and pack a punch more to the level of a medium. Seems like a reasonable trade off to me. 30 pinpoint damage on the adder is pretty devastating for a light.
     
  10. RA2lover

    RA2lover Active Member

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    ERPPCs will run too hot for the adder in this game.

    the whole point of the adder is volley-firing, and that isn't possible with current heat rules.

    kitfox? maybe it can have a niche somewhere with a gauss, but i find it complicated.


    IMO the most overpowered clan mechs would be the Nova(it had no torso twist, so all those lasers were pratically impossible to aim properly with, but then the mech designers added it and ruined its proportions) and Stormcrow(mech shape will make hitbox damage way too easy to spread)
     
  11. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Well, I certainly disagree that lights are somehow overpowered, or, cheap. An effective Jenner lance can not only scout effectively, relaying enemy location, builds and movement, they assist in resource capping and can pack a damn good punch. (I've had plenty of games in a Jenner with 700-800 damage) Even moreso with a pair or RVN-3Ls. Their ECM makes them the ultimate scout to assist the team in spotting.

    I do agree, there are plenty of pilots out there that will prolong the inevitable and run around for an extra 5 minutes as the last mech alive, and, that gets very frustrating. However, with my Merc Corps, I have also experienced the opposite. Two men left against 5-6, keep moving with ECM, then strike as they can, pulling out a victory that no assault or heavy could have.

    Personally, I prefer my mediums and heavies for the most part. However, my first love has always been Jenners. I only more recently got into RVN-3Ls for their 12-man drop support capability. Both have a very effective use on the battlefield, however, both can be found solo-dropping with selfish and foolish pilots. But, can't that be said about ANY mech?

    On the other hand, I rarely have a problem with a light being lag-shielded to the point that I cannot take it down. Yes, ballistics and PPCs (any projectile based system) can get sketchy with a fast light at range, however, know your target, hit them where they're weakest with energy weapons or close shots from projectiles. I do not see a balance issue here.

    Maybe it's just me. Maybe I'm blind to the problem. I feel the weight classes are quite well balanced at this point and I am much more concerned with weapons systems being fixed (Hit detection, Heat and Speed issues, Boating, Overly frequent tweaks to functional systems, ect)
     
  12. Remarius

    Remarius Star Lord

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    My instinct was to pick the option... the OP need a good spanking for wanting to play easy mode .... but it wasn't there strangely. ;)

    In context, I haven't piloted a light except for when I was levelling my firestarters for maybe a year. Despite that a few things popped into my mind:

    a) Why would you want a game where everyone pilots the same mech? The game would be poorer without some of the superb light pilots I see occasionally. I would love to be that good but prefer mediums and heavies so focus my time there. TBH, even when I played lights quite a bit I wasn't anywhere near as good as pilots like Coburn. o_O

    b) Compared to the past lagshield is a non factor if you're using ballistics or even SRM's (there i said it!). I have minimal problems hitting a light at short range except for the bane of my life aka Firestarters. At long range ... you really should be having problems hitting them or speed would be pointless.

    c) The light clan mechs are debateable in use from what we've seen so far as some of my mediums are a lot faster than the Adder. I'm just hoping the ability to swap pods for different hard points changes my view when we know more. Not like I was planning on spending too much time in clan lights anyway it has to be said. ;)

    Currently I just don't feel we know enough about Clan mechs to come to any opinions on them. We're just extrapolating from Inner Sphere performance and relying on experience. A valid method but leaves me living in hope that the lights aren't as redundant as I suspect!

    :blush:
     
  13. Daekar

    Daekar Junior Member

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    I die frequently enough in my lights, especially my Commando, and all of them have max engines. The Death's Knell maxes out at 170 but it's fragile too. I know that most of my survival is due to lag issues rather than my skill, and I fear for lights as a whole as hit detection improves. The first wave of Clan lights will be slow. Then they'll release the Firemoth and you'll be screaming "Oh, God, WHY!?" as it zips past at 200kph.
     
  14. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    And I will have Moth legs for dinner as my dual large lasers strip his legs in two shots. ;)
     
  15. WhoopieMonster

    WhoopieMonster Advanced Member

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    It is an assumption that the adder cannot volley fire. Clan ERPPC are likely to be lighter, use less slots and generate less heat. Combined with Clan double heatsinks, which will likely be lighter, use less slots and bleed more heat. I think the Clan lights will be better played as sudo-mediums.

    Also according to NGNG podcasts there is a major patch coming on the 29th of April, which will sort out the SRM hit detection issues.
     
  16. Roosterfish

    Roosterfish Well-Known Member

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    Everyone should have an assault mech armed with a club.

    Then they proceed to stomp to the center of each map and take turns hitting each other like the fights in 'The Flintstones'.
     
  17. I_AM_ZHOUL!!!

    I_AM_ZHOUL!!! Well-Known Member

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    Jenner already does 30 at 150kph... :cool:


    [quote author=Roosterfish link=topic=6450.msg42110#msg42110 date=1398459519]
    Everyone should have an assault mech armed with a club.

    Then they proceed to stomp to the center of each map and take turns hitting each other like the fights in 'The Flintstones'.
    [/quote]

    You should have put that in a Spoiler quote if you are gonna give away one of the fundamental strategies of Comstar at the Battle of Tukayyid (ClanBuster mechs) when the Clans haven't even got in game yet... ;)
     
  18. Durandal

    Durandal Min-Max Maniac

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    You know, on a serious note, I've always wondered if any MW game could make a workable version of the Hatchetman Mech. In the novels, they occasionally appeared...and that weapon would be written to just do obscene amounts of damage, in trade for having to be literally face to face to work. It was always a shoulder-mounted melee device that would swing down to potentially gut the cockpit, or at least dig into the torso...

    (See Kai Allard at Twycross...)
     
  19. enileph

    enileph Star Lord

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    Oa a customized Atlas with Triple-Strength Myomer, JJ, and two giant mace digging into your CT.
     
  20. I_AM_ZHOUL!!!

    I_AM_ZHOUL!!! Well-Known Member

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    That's a Berserker which was developed during the clan invasion but was released until after the 15 year truce had been won... uses a Hatchet not a Mace, you can't put a Mace on anything larger than an 80T cause you run out of component slots... the Cudgel has one for a 20 damage swing just like the Berserkers hatchet on a 100T... though at 85T you already have a cockpit kill the with just a simple punch as long as you have hand actuators or specifically designed weapon systems like the King Crab or Hellstar...

    Lack of melee, which is one of a myriad of reasons that Lights in MWO are far in excess of the power levels they will ever have in BT... even the most dedicated Light Pilots, even if they are one of the best mechwarriors of all time (Phelan Kell among others I can name) eventually have to move out of them into Heavies and Assualts because it's just not possible to do in BT (TT or Lore) what they routinely do in MWO...
     
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