What's considered good damage for a light.

Thread in 'MechWarrior Online' started by Reaver2145, Dec 14, 2014.

  1. Durandal

    Durandal Min-Max Maniac

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    Don't make us punch you :p
     
  2. skribs

    skribs Min-Max Maniac

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    To quote Brian Mills:

    Good luck.

    Of course my voice is nowhere near as badass as Liam Neeson's...
     
  3. SAI Peregrinus

    SAI Peregrinus Advanced Member

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    That's what I run in it.
     
  4. Blagg Zear

    Blagg Zear Star Lord

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    I am a bad Lights Pilot, because i am rather the Brawler type. If i pilot Light Mechs i usually aim for 500+ Damage Score, but even more for 5+ Kills. It's totally thrilling to sneak in behind a 100tonner and unload all the Splash and Wubs into it's weak Rear. But i think this is wrong, because half of my Lights Rounds i get killed within seconds if i get detected. In my understanding Light Pilots aren't supposed to seek the Fight, the BRAWL. But in MWO you need to deal Damage+Kills, whatever Weight Class you play.

    So let me think about Lights again. Whenever i play Lights i have 3 roles in my mind how to play:

    1) Scout
    2) Harasser
    3) Sniper

    Scouting is due to the very limited maps size pointless. Some of the maps Spawn points are so bad placed that you can already see+shoot the other team on the other side of the map. Since you need Points (Kills, Damage, Assists) it is even more pointless to play pure Scout.

    As a Harasser, you can deal a lot of nasty damage with SRMs and Wubs in a fast Mech. However there is somekind a problem - if you get detected and hunted, the Harasser most times get in big trouble, since many heavier Mechs have pretty good Torso Twist Speeds and Radius. Take for e.g. the King Crab. If you can stay out of their focus but still can keep the necessary range for optimum attack damage, it's the most fun imo.

    The Sniper is a classic role for Lights Pilots. Combo it with ECM and you can fire nonstop from a hidden place. The only problem is, if you get detected by Harasser Lights, who simply have more CQC Firepower. Otherwise it is a mean but effective (and imo boring) way to play Lights.

    Still, i find nowadays it is relatively more difficult for Lights Pilots to get satisfying gameplay experience than before. You you can't hide well, you can't avoid fast enough Counterfire and so you die faster, especially after the Release of the superior Clan Mechs.



    There are some concepts to solve this problem and to make Lights Mechs attractive again for most Players:

    1. The next maps have to be a lot bigger. Currently we have again and again only the classic Maps, designed originally for far lesser Mechs on the Battlefield.

    2. Some Light Builds should get a lot more Firepower/Heat Penalty with their little Engine than Quirks imo. It's ridiculous how fast a good Lights Pilots with a nasty SRM/WUB Build can wreck a 100tonner within a Minute in CQC.

    3. ...but instead Lights should get a lot more Assist Scores (Scouting, Sharing Intel, Narcing, TAG, ECM-Countering, placing UAV, Arties etc.). C-Bills Output System definitely needs to be reworked depending on the Weight Class. It's too generalized, e.g. A Light should get a lot more Scout Assits Scores than a King Crab.

    4. That doesn't mean that Damage/Kill Scores shouldn't be awarded for Lights, but they should be secondary goal for the Pilot. They should feel like real Supports. In LOL Supports don't aim for high Kill counts, they aim for maximum Support. And i think if Light Pilots get highly awarded for Assist Jobs, many players would be attracted for a totally opposite Gameplay.

    5. MASC should really be implemented, somehow, or something that simulates that or come close to that idea.
     
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