As a guy who piloted originally only lights to later go to a full stable of lights, mediums and heavy and assult, I can safely say that it depends on the build AND the roll you play on the battlefield. Doing damage is JUST one role and it is not vital to success of your team....
Now, I did to my suprise over 1k damage in a locust once (The main cause of this result was, funnily enough, the ridiculous time I waited for my lasers to cool behind a cover, between shots, which resulted in my opponents forgetting that I was nearby), and recently, with less suprise, 600 damage and 5 kills with a commando 1D equipped with only 2x4 SRMs and 250 SRM ammo...
Now....damage doesn't mean victory, nor doesn't guarantee that you'll get a lot of c-bills (If you fail to break components, get assists, kills).
Best example is a game where I did 700 damage in a Banshee assault mech, had no kills, which ended with my entire team wiped while the opposing team barely lost 3 mechs.
A good player recognises what role he needs to play to help the team and does it well.
An example of a good player would be, say if he pilots Spider 5V, a mech in which I rarely break over 100 damage, he would use JJs to "R" opponents thereby giving vital information to the team and profiting from "spotting" C-Bills when mechs with LRM hit the target, maybe even use a TAG for more C-Bills, while successfully dodging missiles when he gets targetted.
That would be a sensible role, because that particular model is almost impossible to gear for proper damage output.
You need to keep in mind that all lights don't fall under the same "light tactic". Light mechs with arms, like Commando and Firestarter benefit from side turning because they can use arms like a shield to protect their side torso, while light mechs like Locust, Jenner and Raven are....less successful.
Also, there is even a great difference between a Commando and a Firestarter. Commando's turning around speed is almost instantaneous, while Firestarter has a visibly slower turning speed making it a slightly inferior choice for Hit-and-run tactics. I dare say that Firestarter behaves like a small fast medium mech because of this.
Now damage is the result of.....A) How long you stay alive and
How many shots you get at the target and C) focusing fire on a specific component.
Usually there isn't that much difference between light/medium/heavy/assault mechs in terms of firepower, because of armor tonnage, but it is there. Heavy and assault have ARMOR to protect them and lights and some medium need SPEED to survive. EVERY mech needs cover and torso twisting to live. If you are not attacking an enemy or are retreating, then ALWAYS look sideways and NEVER leave your back exposed.
General tips for piloting lights:
-Always attack a target that is not attacking you
-If an enemy mech attacks you, or looks at you, run away
-If an opportunity presents itself, always attack a mech in the back. Even assaults have less armor there than a light's front armor
-If a mech chases you, run behind your bigger brothers
-Try to avoid one on one confrontations, it takes one hostile mech to "R" you which means that LRM storm might be inbound
-If somebody attacked you, there is a good chance that he "R"-ed you. Find cover, and wait for 5 seconds for the lock to vanish. When you are locked EVERYONE in the enemy team knows where you are. With NARC you should wait for half a minute.
.......
Now this could go on and on...Back at the beginning of the game, lights were more dangerous and were more played....
I wrote too much text already. I could go on about weapons and specific tactics, but I'll just say, NEVER put LRMs on a light mech (Unless it is a Raven or a clan, mech), NARC is a good choice, though.
Edited by Sonarch, 27 August 2014 - 01:13 PM.