Brody319, on 21 December 2014 - 02:57 PM, said:
Oh okay. Yea lets just quirk all the lights with the leg armor of a Heavy, that way they never have to worry about getting legged again.
EVERY mech has its weakness, Light's weakness is their legs. I'm tired of these topics begging for more buffs to lights. It can never just be that people want to play bigger mechs, nope, the percentage of mechs trying to drop clearly means those mechs are underpowered and need to be buffed. You will never get and keep a perfect 25% for every mech que.
I never suggested we should up the bonus armor on the lights or that I want 25% in every queue, that's all on you. Rather, I'm more interested in ways to make Light 'Mechs more useful to a team of relative newcomers. Right now, you get penalized for playing a Light. You are a liability to the team's durability and, usually, its firepower. If you get dropped with a bunch of players who are new, inexperienced, or otherwise not talented, your options are extremely limited in what you can do to try and support them. If you were in a Timberwolf, you could push battle-lines, brawl it up to encourage friendlies to join in, etc. In a Spider? Good luck; you can only dip in once or twice if your enemy is capable of shooting at the red Doritoes, and it's gonna hurt.
The root of my response, however, was that you drew a silly comparison in your original post. Driving a 'Mech that can just stand there and take a few (several) hits is not in any way comparable to something that is trying its hardest to avoid even being seen, let alone avoiding a hit. And we're not just talking about the legs, in the case of a Light. Any shot anywhere is devastating. Losing an arm means losing a huge portion of your firepower on a 'Mech that already has a small amount to contribute. Opening up any torso section means the Light can't really engage anymore because a grazing shot will kill it. Losing a leg is honestly the least of my concerns, and it's something that only really happens to me under LRM fire.