Author Topic: MechWarrior: Living Legends Open Beta 0.2.0 Released  (Read 5795 times)

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Offline =CJW= Rad Hanzo

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Re: MechWarrior: Living Legends Open Beta 0.2.0 Released
« Reply #105 on: February 27, 2010, 05:53:57 PM »
no assets will be thrown out, so the tom is here to stay. im guessing there will be a 0.2.1 fix in the following weeks that will balance it out a bit, but it will stay and it should.

people only just learing to stick in groups? comeon, this is 101 for any player, even the new ones.


this is just part of the beta testing, with each fix the experience will be a little different and we will all just have to buck up, stay pro, adapt quickly, and trust that the devs, who have gone a long way to bring us a playable version of such an excellent game, will deliver a balanced game by 1.0


trust the devs folks, and give constructive criticism! check yourself if youre not just whining because your ego got hurt when you suddenly werent as sucessful in a tactic that worked before, but not in the new patch.
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Offline xInVicTuSx

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Re: MechWarrior: Living Legends Open Beta 0.2.0 Released
« Reply #106 on: February 28, 2010, 02:17:25 AM »
I actually love the idea of the Long Tom.
Everytime I comment on a game of inferno (new inferno) that people are still clustering over one hill that maybe it would be funner if we spread out a bit, I get hit with "its teamwork noob" and the boring moshpit drags on. If you could longtom that group to hell then Amen to that, lets start using the whole map rather than the same beaten path.
As for OP, well it was saddening when I brought two brand new Awesomes out into the marshes and got insta wiped in seconds...
I did manage to take out the two LTs camping with a Puma C but then got insta boned by their mech guards, I guess it was worth it though.

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Offline Killer-Bee

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Re: MechWarrior: Living Legends Open Beta 0.2.0 Released
« Reply #107 on: February 28, 2010, 04:28:53 PM »
And we didn't even get time to implement the radar-sighting for the long-tom either :P

Best bet to fight against a long tom would be using passive radar mode/GECM with a combonation of Medium/large lasers/Gauss/etc.  Or just be really fast and flank the long tom under these radar modes as a light mech to avoid detection.  If you get in close, the long tom doesn't stand a chance unless they want to kamikazi themselves on you and you let them.

There's defiantly some balance improvements to be made for the unit, but it's not as impossible to counter as some make it out to be. By the time the long tom is out in play, many players will also be able to afford higher end mechs as well. Take this opportunity to go out in a light-mech hunter patrol and hunt down any long toms that are giving trouble for your team. You'll not really be a high priority target due to your class and if you use the tips above there's a good chance you can defeat the long tom user.

Of course the best counter against them is VTOL's and to a lesser extent aerospace.  They are completely defenseless against them.

as said the air option doesnt exist on all maps and as it was discussed earlier longtoms do in fact stand a good chance against light mechs. to be honest i myself and a few of my buddies all got owned when trying the "light mech tactic". simply because if a longtom user does now what he s doing he will position himself where he can shoot in a downwards angle and where you simply have a hard time to go behind him without crossing his field of fire. where he will kill you with 1 shot. and the only way he does kill himself too when shooting is when the mech really runs directly into the longtom.
tried that and it does only work then. and by doing that you loose your life as well of course.
and well i really dont think that a light mech running around isnt a good target as you said. i attack them with priority just because they are easy kills and their weapons hurt as much as a highly armored one especially because they can easily run to your backside.
Add a better camper weapon to stop camping.... i still dont get it.