MechWarrior Online

MechWarrior Online

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Laser rant, not replying
They're long range, they're hitscan/instant, they have short cooldowns, they can't jam, they don't use any resources, they don't require patience or timing, etc.

Their only real downside is their significant heat generation, but that gets sidelined heavily by skills and the mech's stats.

Ballistics jam, missiles require locking if you're not just shoving them in people's faces, and both can generate a lot of heat anyways.

Why can't lasers have a more obvious downside? Like having to charge them up before using them like RACs or giving them a much harsher damage dropoff or cooldown? Perhaps even introducing a new cooldown mechanic just for lasers where the cooldown gets longer and longer after repeated use.

End of rant, back to grind
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Se afișează 31-39 din 39 comentarii
Postat inițial de V4.Skunk:
Postat inițial de salamatmahal:
https://youtu.be/cb-327Pqegg?feature=shared&t=467

Just thought I would share this glorious MWO video demonstrating the P2W status of the gausszilla.

If you don't enjoy the entire video, please take a look at 7:47.
Perfect video showing the iq levels off assault mech players.
To be fair many of those kills were based upon assaults being left out to dry with the team rotating, leaving them unprotected because they couldn't keep up with how slow they are.
Postat inițial de Ven:
@Xetelian

Cant be bothered to sort out quotes on that one

Doubling armor would absolute DESTROY this games balance. Light mechs would splash damage and would be the last mechs alive EVERY round. Good light mech pilots would literally make a large percentage of the games player base quit. The only thing that could really cause them is super high point damage, so nothing changed there, but a good pilot doesnt die from eating a Gauss 9/10 games, they die from slowly accumulating 5 damage splashed over their entire mech, every trade

Assaults and heavys would be too heat/ammo locked to actually kill anything so the meta would revolve entirely around ballistics for larger mechs.

My alternative suggestion would be armor hardening. Higher armor = higher hardening. Lights still get folded by point damage but the thicc boys arent just farmed at 800 meters for minor positioning errors that some times are just unavoidable. Hardening decreases damage on a percentage scale NOT a flat amount, so small weapons are still viable. The math would have to be experimented with though
Alot of the problem has to do with horrible map design and spawn locations.. Where a slower assault, in a bad spawn location, will get jumped on by a light lance within a minute.. While their team rotates and doesn't support them. This is a huge issue with assault's like the Annihilator.
Postat inițial de ressenmacher:
Postat inițial de Xetelian:
You'd think that but they already upped armor and structure on tons of mechs and in the skill tree

If armor hardening would work I'm am willing to try it but neither of us run the game >_<

Could you explain this idea of "armor hardening" you and Ven have mentioned? Is it some kind of reduction in damage that decreases in strength as your armor weakens?
that seems to be how they are describing it. higher armor value gets more damage reduction.

personally, i dont think that's the answer. people already ramrod heavies and assaults down the matchmaker, when those two weight classes are already more than 50% of the online population.
Light mechs still eat people, especially new people, for dinner anyway, take two pilots on same skill, light comes out on top every time unless you play flea with LRM20 or something.

Upping armour wouldnt be magic wand fixall that would suddenly turn this game into top played game on steam, but it would help to reduce boatload of issues, and from there you could start messing with other numbers.

In this case it would for example mean that if you lose sight of that one light mech for half a second you wont get gibbed. It would offer you to actually put your massive arsenal to use or move away without losing 15 limbs and 8 side torsos to single spooder.

In opposite to how issues were fixed so far "just slap 20 more weapon hard points on it".

There is way too many issues coming from the simple "one mistake and you get deleted".
Postat inițial de Thundercracker:
that seems to be how they are describing it. higher armor value gets more damage reduction.

personally, i dont think that's the answer. people already ramrod heavies and assaults down the matchmaker, when those two weight classes are already more than 50% of the online population.

I agree. It seems...kinda ineffective, especially if it applies equally to all damage. It being used up to keep you from dying at range just means your enemy has it when you get to them and you don't, so functionally the same result.

Postat inițial de Tritol:
take two pilots on same skill, light comes out on top every time unless you play flea with LRM20 or something.

...what?

Lights have on average the lowest K/D ratios, lowest matchscores, and are valued less than assaults in the game's own balancing (i.e. Faction Play is tonnage balanced, because otherwise you'd just bring 4 assaults). At equal levels of skill the heavier mech wins unless there's an extreme loadout mismatch, like an ERLL boat struggling with a Piranha up close.

Postat inițial de Tritol:
In this case it would for example mean that if you lose sight of that one light mech for half a second you wont get gibbed.

The only way you get gibbed in half a second by a light mech is if you let some extreme alpha monster like the energy Piranha or a frontloaded SRM bomber get behind you and dump all that damage into a side torso (or CT if you're a lighter mech).
Tritol 5 ian. 2024 la 14:44 
Lights have lower match score because score only values damage, assault mech carrying half its weight in ammo deals 5k damage, light mech with half its weight in ammo has 100 dmg machine gun

When I play my light mechs I regularly run out of ammo and even if I get kill or two I still get the derank on PSR, on my assaults even dying within first 2 minutes and losing the match is promote or equal at worst, just because 600 damage from few alphas is enough to be "better" than anyone else.

And yes thats what I meant, putting binary on your locust and hiding the corner, doing 0,001 damage per shot because you are barely within the range is braindead play

One of the reasons why we have 4man limits on qp and nonexistent playrbase is exactly because of light premades ruining everyones day :D
Editat ultima dată de Tritol; 5 ian. 2024 la 14:49
Postat inițial de Tritol:
When I play my light mechs I regularly run out of ammo and even if I get kill or two I still get the derank on PSR, on my assaults even dying within first 2 minutes and losing the match is promote or equal at worst, just because 600 damage from few alphas is enough to be "better" than anyone else.

Yes. Because killing the enemy team is how you win the game, and lights are bad at killing the enemy team. High skill floor to be effective, low damage potential, easy to die through sheer mischance.

They can do some ancillary stuff to help out, like scouting and harassing and such that isn't reflected in matchscore...but that's almost never worth the extra 400-600 damage an assault would have done at the same level of play.

Postat inițial de Tritol:
One of the reasons why we have 4man limits on qp and nonexistent playrbase is exactly because of light premades ruining everyones day :D

Any premade is going to ruin people's day because coordination and group cohesion in a low-TTK volume of fire game >>>>>>>>>>>>>> basically anything else.

If you're fighting a 4 man light squad, you should be crying tears of joy because that means you DON'T have to deal with a 4 man assault squad setting up shop and dishing out like 3 times the hurt with much less counterplay.
Editat ultima dată de ressenmacher; 5 ian. 2024 la 22:56
Postat inițial de V4.Skunk:
Postat inițial de JG Wentsworth:
https://steamcommunity.com/sharedfiles/filedetails/?id=3129830541

I'm going to start calling them HAG stars.
Alphas are the problem.
P2W mechs that promote grotesque alphas are the BIG problem.
How do i get a refund on Legendary mechs? I have stuff like Urbanmech IIC and it's not an easy win with these mechs and i paid real money.

PGI isn't so subtle when it comes to meme mechs. You know what you got yourself into. The p2W mechs are still there.
Postat inițial de Tritol:
Lights have lower match score because score only values damage, assault mech carrying half its weight in ammo deals 5k damage, light mech with half its weight in ammo has 100 dmg machine gun

When I play my light mechs I regularly run out of ammo and even if I get kill or two I still get the derank on PSR, on my assaults even dying within first 2 minutes and losing the match is promote or equal at worst, just because 600 damage from few alphas is enough to be "better" than anyone else.

And yes thats what I meant, putting binary on your locust and hiding the corner, doing 0,001 damage per shot because you are barely within the range is braindead play

One of the reasons why we have 4man limits on qp and nonexistent playrbase is exactly because of light premades ruining everyones day :D
it reaaaaaly depends on the lights in question. yea, a bunch of IS lights come with a stupid default loadout like 2x SL 2x LMG.

then you have clanner lights. i've personally got an incubus with 2x C-HLL, 2x C-HMG. i've also got a cougar with 6 or 7 C-MPL. i've seen IS heavy mechs that struggle to mount that kind of firepower. and that's not even getting into the lights people actually use, like that piranha that has about a million C-micro lasers and machine guns.
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Data postării: 30 dec. 2023 la 4:27
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