The light body type doesn't feel like its worth it

Post » Wed Mar 09, 2011 2:37 am

The light body type doesn't seem to be worth it.

The maps are designed so that the medium can just about go everywhere the light can, and when everyone goes to the same locations, the light's squishy-ness really feels bad.

I'd rather they nerf the amount of pips they have, and the regen rate, than gimp the lights survivability.

The restriction on weapons feels like it makes up for the light's mobility, that and restricting how many abilities they can use would probably balance them just as well as gimping their survivability.



To utilize the wjing aspect the light has to put himself into an open environment, with restricted aiming ability, while heading towards the

(after all the guy furthest in front is going to die more, if they're already weak hp wise, they're going to get wrecked)
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Dan Stevens
 
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Post » Tue Mar 08, 2011 9:01 pm

The game hasn't even been out for two days. Cry some more - the devs put a lot of time balancing it. No one has the hang of it yet.
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Sandeep Khatkar
 
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Post » Wed Mar 09, 2011 1:25 am

Wait... so are you saying the light is over powered or under powered? This post is very confusing.
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Lucy
 
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Post » Tue Mar 08, 2011 10:32 pm

You have to find places outside the obvious, I've noted many places I could not go as a medium but when I go as a light I can get up!
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Austin England
 
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Post » Tue Mar 08, 2011 8:10 pm

I know how you feel OP.

Having played the light for about 4 hours total now I can say that the light is indeed VERY squishy. However, the light isn't meant to be places where that is a problem. The light isn't meant to outgun, it's meant to outrun. If you are going head on into an enemy turn and RUN, slide and jump, make yourself a hard target. Then get out of their sight and cook a grenade or slide into them to knock them down or lead them to some teamates or into a mine or turret. If you are defending as a light switch to a sniper rifle or medic or engi. Set up defenses and use your speed to heal and buff and get the hell outta firefights. Hit then enemy when they don't see you. Try running and sliding across an enemies FOV and hitting them a few times before getting outta there. Now that I'm playing and thinking this way the light is seriously kicking ass. Keep in mind that you may not have many more places to vault than a medium but you can wall jump and you still run WAY faster. Just remember to SLIDE and HOP if you are outgunned.

Good luck OP.
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Jade Muggeridge
 
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Post » Tue Mar 08, 2011 5:38 pm

Much like others have said here, I think you need to play a light smarter not harder.
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Cody Banks
 
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Post » Tue Mar 08, 2011 10:55 pm

I lean in the same direction, feeling as though there could/should be more places (almost another whole level) for the light to traverse and more exploits such as emergency shutters or what have you that can only be accomplished with a light character. I have nothing against their capabilities, but considering how much SD talked about their movement system you would think the light class would have more playground area as opposed to the other body types.
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Pixie
 
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Post » Tue Mar 08, 2011 6:46 pm

The light is an interesting character because you really need to keep moving. If I'm playing light I won't stop at all if I can help it. A CARB with drum mags really helps when you're trying to keep those shots on target. You need to keep moving at all times, but it allows you to get behind characters and do a lot of damage quickly. The secondary weapons need work, I haven't found one that works for me. The Ritche is okay, but the recoil is nuts. I wish you had a shotgun as a light, but that must be too easy. Apparently the knife also can 2 hit a medium... Just throwing that out there. A drognav can also be interesting as it forces mobility as a sniper. That said its risky as you have to stop to shoot well and thats iffy as a light.
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Wayne Cole
 
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Post » Wed Mar 09, 2011 5:41 am

I personally think that 90% of the light weights problems would be solved if it could have access to the lighter shot gun.
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james kite
 
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Post » Tue Mar 08, 2011 9:49 pm

The game hasn't even been out for two days. Cry some more - the devs put a lot of time balancing it. No one has the hang of it yet.


I feel like I have. I use lights mostly as an Operative, to quickly get behind enemy lines. Light + Disguise is very handy.
Objective rushing is awesome too.


And the wall hopping can keep you alive when you're clearing an objective, like cracking the safe in Terminal I think it is. You can wall hop from left to right and back again while cracking the safe, which is awesome.
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Steve Fallon
 
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Post » Tue Mar 08, 2011 7:39 pm

I also wrote the light character off as being useless compared to the medium, but that was during my figuring out of the game. Once I started using the light as a flanker focusing on capping command posts and hit-and-run tactics it made it a lot more viable. Really works for operatives and medics.
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Leonie Connor
 
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Post » Tue Mar 08, 2011 10:39 pm

I think hes saying the medium can access all the terrority, the light can. But the medium can hang under heavy fire much better. The light's speed bonus just is not enough of a trade off, espeically with how intense the fire fights get with 3 or 4 people firing at you simultaneously. The heavy serves more of purpose, with being able to withstand more fire. But they cant go where Mr light and Mr Med can go. The purpose of the light is just for people who go fast, for whatever reason. That is their right and options are always good.
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Tanya Parra
 
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Post » Tue Mar 08, 2011 10:00 pm

http://www.gamesas.com/index.php?/topic/1188782-the-lightweight-class-shotguns/

a related poll that includes a second question asking if the lightweight class needs some work.
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meg knight
 
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Post » Wed Mar 09, 2011 9:48 am

I also wrote the light character off as being useless compared to the medium, but that was during my figuring out of the game. Once I started using the light as a flanker focusing on capping command posts and hit-and-run tactics it made it a lot more viable. Really works for operatives and medics.

Yeah, it depends on your play style. Ill have to give that a try.
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Josee Leach
 
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Post » Wed Mar 09, 2011 8:32 am

The game hasn't even been out for two days. Cry some more - the devs put a lot of time balancing it. No one has the hang of it yet.

From what I've seen so far in a lot of these post is they didnt do a very good job at balancing anything. They have two or three weapons which seem to be primarily used and thats about it.

Balance should come naturally through gameplay, not forced through gun stats and equitment control. I like what one guy said earlier in a review, I paraphase "Brink tried to redefine the FPS genre, but what happened is they took everything bad about the genre and put it in one game."

I said I would hold off on my final judgement, I still will, I'm just telling you my opinion based on what I've read here so far and seen for myself. The game needs some fixes and for me and the five friends I have waiting in the wings for my judgement...SD has till Monday or Brink will make a nice return to the store for some Portal 2 action.
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rae.x
 
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