Best Anti-Light Weapons
#1
Posted 16 April 2014 - 04:11 PM
Obviously streak's are a given.
The main question here is, what would you put in ballistic and energy slots if it was for the single purpose of murdering the little guys?
#2
Posted 16 April 2014 - 04:15 PM
But yeah, streaks are my main defence.
#3
Posted 16 April 2014 - 04:30 PM
LBX is the king of light hunting ballistics. Followed by maybe MGs. But you'd need at least 4 MGs to do any significant damage to lights.
SSRMs are still the way to go. If they ever get to fixing SRMs, they do very well against lights too.
All said and done, there's no better satisfaction than nailing a moving light with an AC40
#4
Posted 16 April 2014 - 05:04 PM
LRMs are decent bug spray against light pilots (when covering your team mates, not yourself). A LRM5 isn't a terribly damaging backup weapon, but it's intimidation factor is useful. A streak does the same damage, is lighter, has more effective ammo per ton, etc. . . but can't be used at longer range.
I find the Gauss to be the best of the ballistics vs lights due to it's high projectile speed and pinpoint damage. It's still frustrating to use unless you can time your charge up with their orbit. (Gauss cap. discharge is a dumb mechanic.)
SRMs are too slow, LBX does too little damage per section. Both spread damage too much to be effective against undamaged light 'Mechs. A laser or two is almost always preferable. Pulse lasers aren't enough of an advantage for controlling fire for their weight and heat to consider.
#5
Posted 16 April 2014 - 05:20 PM
PPC - 90M Min range can be a huge problem if you can't get them before they close in.
LRM - Same issue as above. Min range. Else the new buff LRM either out right kill lights or leg them now a days.
Lasers - If you are high ping, poor hit detection will usually means you only do a faction of the damage you want, not matter how good your aim is. Low ping player should have less problems.
SRM - Might be ok after the Apr 29th patch. Hit reg problem would be a huge issue.
The rest of the weapons all depends on your marksmanship. If you suck at it.. You suck at it... Go for EZ mode Streaks instead.
Against good light pilots.. They really hate it if you keep trying to leg them.. Once legged goes, no matter how good the pilot is, he is deadmeat.
Edited by ShinVector, 16 April 2014 - 05:22 PM.
#6
Posted 16 April 2014 - 05:30 PM
#7
Posted 16 April 2014 - 05:35 PM
#8
Posted 16 April 2014 - 05:40 PM
#9
Posted 16 April 2014 - 06:02 PM
Else, Lasers because they will always splash some damage on the target, if you have decent aim and can get them in your build, Pulse.
LBX due to shotgun spread allows those without exceptional aim to hit Lights with Ballistics, if not enough tons then skip these slots or try MGs.
It does depend on the Mech you are using, you never said.
#10
Posted 16 April 2014 - 06:08 PM
He doesn't overheat, runs up to 150 km\ph and has very low profile.
№1 light hunter without any doubts.
In Assault\Skirmish he is not so effective due to fat-ass enemies.
Kintaro, Griffin, Shadow Hawk with SSRMs are a great threat to lights too.
It's too obvious, but while piloting light, if you see more than 2 SSRM launchers on enemy mech, RUN LIKE HELL!
Next dangerous thing is LRM.
With it's buff, they can reach you in seconds and it is much harder to avoid them as before.
Not so nasty as SSRMs, but if more than one LRM-carrier would focus you, prepare to meet mech-heavens.
Next dangerous thing is ballistics especially double-gauss.
In heat of battle you can't control all the battlefield, especially snipers who wouldn't attract much attention on themselves.
I often get killed by dual-gauss whet stop moving for some reason.
And while piloting my FireBrand, I love dumb overheated or freezing lights: one shot = one kill.
Sometimes, I killed light with double gauss even when they were flying, but that was just a good luck.
So, if you piloting light, beware to run strictly in the face of DAKKA-mechs and try to never stop your movement, zig-zag walk is you best friend when you are on the line of sight.
Energy weapons are not really a big trouble because of mechanic they are working and you always can stretch lazor by jumping or active maneuvering.
PPC could be dangerous, but their hit detection still suffers.
So, best light hunter?
OXIDE 4 SSRM + BAP + 5 tons of ammo on 300XL.
#11
Posted 16 April 2014 - 09:44 PM
#12
Posted 16 April 2014 - 09:55 PM
Edited by LiGhtningFF13, 16 April 2014 - 09:55 PM.
#13
Posted 16 April 2014 - 09:56 PM
#14
Posted 16 April 2014 - 10:20 PM
Edustaja, on 16 April 2014 - 05:35 PM, said:
This.
Very high bullet speed, 1shots lights if you hit them in the back, probably the easiest weapon to hit lights with (aside LBX, which spread their damage all over the light) due to the huge speed. Work on your aim, use double gauss, get used to charge up and travel time, murder lights left and right.
#15
Posted 16 April 2014 - 10:24 PM
If you can aim, the AC20 is your best friend against lights. Every single time I bring out my HBK-4H, I get at least two lights who see a slow medium and think they're getting a free kill. What they're really getting is three or four AC20 shells to the legs and CT, and I do appreciate the kills. I can shoot 75% against lights easy when the netcode is playing nice; you just have to have a little patience.
The other option is the LB10. If your aim isn't so great, you're still probably going to hit at least four damage every shot. That means you're going to be fighting that light for a long time, and the damage is going to be spread out like crazy. You will, however, be dealing damage with every shot, and given how little armor the light has, you'll win that battle of attrition almost every time. If you're hurt going into the fight and only have one LB10 with no streaks, you're better off running though.
If you can train yourself to hit lights with an AC20, it is hands-down the winner every time. The LB10 hits more often, which is nice, but spreading out the damage makes it a lot less effective. The AC20, if you hit, opens up side torsi from the front, and kills in one hit from the back. It legs locusts in one shot. Any light who runs into you fresh will be running away with exposed legs or torsi, and any light who runs into you with damage will almost certainly not be running away from you at all.
The AC10 is a compromise that you have to make sometimes. While the projectile is a little faster than the 20, the fact that you have to land two shots in the same place to open up a section makes it significantly worse. It's still not as bad about spreading damage as the LB10, but it's not nearly as good as the AC20. Still, I can't count the number of cocky Jenners who thought that it was only an AC10, only to end up with four rounds on that big, juicy CT, with a new respect for a niche weapon. The AC10 is much worse against non-Jenners though, the Firestarter and Spider in particular. It just spreads the damage too much.
edit: I do see people recommending gauss. I dislike it for the charge, which takes long enough that the short period when the light is out of cover can be wasted, and the fact that smart lights will always target the location where your explosive weapon is makes it a big risk. That said, it is true that when gauss works, it's absolutely lethal. Double gauss is devastating to every light, and the ridiculously fast projectile makes the weapon easy to learn against lights.
Edited by aniviron, 16 April 2014 - 10:27 PM.
#16
Posted 17 April 2014 - 03:29 AM
#17
Posted 17 April 2014 - 08:57 AM
Really annoyed I can't fit everything I want so weighing my options.
#18
Posted 17 April 2014 - 11:35 AM
Soladrin, on 17 April 2014 - 08:57 AM, said:
Really annoyed I can't fit everything I want so weighing my options.
quick dragon
Heres something that might work,and is not completely helpless against heavies.
I used similar setup in my Quickdraw 4G when i was eliting it,fun times.
#19
Posted 17 April 2014 - 02:41 PM
Streaks being most obvious choice
any ballistic besides the AC 2
so lasers and AC 2's can still work against lights just not as well/quickly as others
this 6 mid pulse quickdraw offers higher armour over other medium mech hunter builds
while still being able to work against mechs of all class size
104.0 kph - 20 doubles - 1 jumpjet - 6 mid pulse
http://mwo.smurfy-ne...d76a151630957e0
Edited by kesuga7, 17 April 2014 - 02:50 PM.
#20
Posted 17 April 2014 - 03:23 PM
Quickdraw is next in line and I will be testing that build.
I exclusively pilot heavies.
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