what are you talking about....? Shoulder-Mounted what...? This has me beyond confused.... there are shoulder mounted Turrets that you can mount weapons on to fire in almost 360 degrees (shooting yourself in thehead isn't a smart design plan) or shoulder mounted Wings but I can't think of anything even close to resembling what your describing... must've been in some other non-Battletech mecha books
It does have 2 rear facing MLs... but then so did the Battlemaster among many others even Light Mechs had them like the Wolfhound which even the Clan upgrade into the IIC version still kept the rear facing ER ML, but the real mechs had a very different field of vision then we get in MWO... that was a screen with 270/360 degrees compressed down to a 190 degree shown field which is about the upper limit of a persons peripheral view meaning they got to see everything around their mechs but all we get is cockpit glass....
Well. give me my Axeman then @topic: yeah i guess they dont play as meta-lights, highspeed Quad Med laser ones, but then they have quite the weapon tonnage... i gues they play a bit like an AC20-Raven: Under 100mph leaves you not a scout but a supporter, sniping from 2nd row, with powerful weapons. Team up with an assault and be his mobile defense turret.
Slow or not, I can't wait to start annihilating Jenners and Firestarters with my quad streak 6 adder!
Haters Gonna Hate. But I am sure there are more fun things to do than 4x SSRM6, besides so far only SSRM4 is confirmed from the specs.
The clan mechs sound like they will pilot more like heavily armed/armored (for their tonnage) light mediums than lights (think dual PPC Cicada). Lights can be a pain for sure. I don't think lights are overpowered. I pilot the whole range of mechs. Mostly Heavies, assaults, lights, mediums, in that order. I find lights to have their niche but they are easily taken down by any number of builds if you don't pilot smart. I'm an OK pilot but I find my numbers on damage done, KD ratio even win loss are consistently higher for heavies and assaults than lights. A wolf pack is where lights shine but teamwork helps any mech. If you work as a team and find one lone guy wandering around it's brutal. It just takes longer to whittle them down when you're in lights and is more infuriating for the loner getting torn to shreds. The last ECM light standing is a pain in the ass but they usually get ignored because they are less visible and less of a threat than other mechs on the board, which is the only reason they live that long. When I end up in that boat as a lone Spider 5D or Raven 3L I usually just run in gunning to get it over with.
We have two issues, first is that the fastest lights are too fast, second that the low-tier lights are abysmal compared to their high-tier brothers.
Are you thinking Commandos, Spider 5V, and Locusts? Or just about anything that has a maxed out engine? Honestly just curious because I find that the fastest lights are usually pretty weak. Sacrificing firepower and overall tonnage for speed and maneuverability (Spider 5V with 12x JJ comes to mind). Although I do agree that a bad light is REALLY bad. Like the Spider 5V, Jenner K, etc... just... really useless mechs compared to the better variants.
I still feel as if two of these chassis are about to get their day in the light when tonnage matching drops. Ton per ton I think the locust and commando are actually good mechs (at least some of their variants), and if matched against lighter mechs near their weight class and with more medium and lights overall, I think they'll do quite well. There is no helping some of the crappier variants of decent mechs, though. Sorry Spider-5V!
Lol what??? One of the main issues in this game is that targets are too big and move at a snails pace, which has had huge impacts on the game ie stuff like imba alpha strikes, etc... the only bulwark holding back that tidal wave of cry is bad hit reg/netcoding (kinda funny how one bad thing 'covers' for another). If you're specifically, and only, referring to the discrepancy between mech classes' speeds, and not speed holistically, then I'll give you a pass on that notion, but only that notion... cuz across the board, things move slow in this game as as whole, there's no other way to put it.
Epikt, in a way I agree with your Scumbag Streaker Seal of Approval. It's sad when almost everything in MWO involving lights is answered with 'Put Streaks on it'.
There is always that satisfying moment when a Jenner does a head on with an Alpha build assault. I have more than once done a 1-hit on lights with short range combo of SRMS + AC20 + MLAS out of my atlas. And then there is the one and only one time I got a headshot kill with my dual-gauss Muromets on a crossing locust, never seen a mech hit the ground so hard.
I think they mention adding 10 tons to the balancing when it comes to clan mech, if that is true then it would put some clan lights at the same class with a cicada, which is ok I think. Commando have a ECM variant in the shape of 2D, which is ok if tonnage is considered. Some Locusts are ok for firepower with tonnage considered. Jenner K is just not worth it, no point in getting it for an extra module slot, but there are crap mech like that in many chassis also. Type K is bad, but at least you have a module slot (imo not worth it), it is things like Stalker 4N where only the dumbest of idiots would think of buying, you get shafted and get NOTHING in return. As for spider 5V. If missions are considered, conquest mode 5V is actually useful as capper. It is a pain to catch something going for 10+ JJ.
1 change to make the 5K actually awesome: weapons in the arms (being able to aim down). I think the JR7-K can certainly do it's job. It's better than the 7-D if you're going for a support build with NARC (and TAG), as you won't have enough crit slots for the second missile hardpoint in the 7-D. Having an extra module hardpoint mean you can run something useful like sensor range besides the necessary triple consumables. I was actually considering to rebuy it just for support's sake.
enileph I agree. I was specifically asking about the "too fast" comment, hence referencing the lightest of the light fastest of the fast. There are few crap chassis but many crap variants. SubjectSeven You've found the one situation where the K is superior to the D. But if you're going for a support light I'd take the Raven 3L any day, it's just more suited to the job with ECM, 3 MS and hardpoints designed for support loadout, and at the same tonnage as a Jenner.
Sure, but the jenner has jumpjets, and more maneuverable laser hardpoints, on top of that I believe it's cheaper. The raven's ecm is useful to prevent locks of people have no NAP, bit also limits your own bap. It also ironically still shows where you are when forced to brawl. The raven probably is better, but has its own downsides, I'll keep it as my sniper ERLL surgeon and get my favorite light chassis for spotting.
So what do you play that's not lame? Poptarting = Lame PPC's and Autocannons are both OP = Lame LRM's they got a huge buff - Now OP so they are lame. Mediums - most effecient weapon in the game by tonnage and heat, and makes great high alpha builds = Lame ECM is totally broken and game changing = Lame Streaks are the appropriate counter to speed of lights, and the fact that clan mechs in general will be slower, they will have to answer with increased firepower. Any one who complains about streaks are just a bad pilot, They are about the easiest builds to counter because they are so range restricted. I never see a streak boat and get concerned. If you can't handle a few streaks, you are lame.
Epikt have his thing about streaks, it is ok. Everyone have their own idea about what is cheese and what is not. Live and let live. I kinda understand his point really, even though I do not agree with it. That, and the Scumbag Steve thing is kinda funny. So just chill out, ok?