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A Brief Introduction To Playing A Light Mech.


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#1 zraven7

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Posted 25 March 2013 - 10:32 AM

Ok, so, earlier, someone in player help asked for tips about playing a light mech. I wanted to help, and started to type down my two cents, only to realize I had closer to a buck-thirty to contribute. A couple of people messaged me and said it might help some people to have it posted up in here, so, well, here goes.

This is not, by any means, a comprehensive guide to playing all light mechs. This is merely an introduction point. It will hopefully grant some good information, dispel some rumors, and help people understand what they are looking forward to when they purchase a light.


Ok, first thing is first. Read the next sentence carefully.

YOU DO NOT NEED ECM TO BE A SUCCESSFUL LIGHT MECH PILOT.

I really feel that needs to be stressed, There is a common belief that light mechs are only good for ECM, and non ECM lights are good for mastering ECM lights. This is false.

I, personally, am against having ECM on your first light mech. Don't get me wrong, in the hands of an experienced pilot, ECM can be absolutely devastating. However, I feel that using it while you are learning to play a light can teach you bad map-awareness habits, and hinder your learning of using cover effectively. There are other schools of thought on this, and I'm not saying they are wrong. Just understand that ECM is NOT a requirement.

And yes, I run a Jenner.

Now, the main thing is to know the capabilities of your mech. This will be based largely on how you build it, but there are a few rules of thumb.

1) You are NOT a brawler. Do not take on enemies from the front unless you have absolutely no other choice, and get out from in front of them as soon as you can.

2) Your legs are your life. Yes, you are squishy compared to other mechs, but you move faster. Take away your speed, and your just something that is fun to kick.

3) There is no such thing as "cheap" tactics. Do what it takes to help.

4) Be especially cautious about engaging any enemy by yourself. This doesn't mean don't do it, but consider the situation and your possible escape avenues before you run in.

5) Just because you are in a light mech does not mean you should fight other light mechs. Some light mechs will not do well against other light mechs, especially if they are built with scouting or harassing in mind. If you want a light killer, there are plenty of guides out there, and everyone on your team will love having you around, but that is not the only use for a light.

6) You are not always the scout. Scout builds are also a rather specific thing, and most do incorporate ECM. Lights are not default scouts, however, and many are built as quick strikers, flankers, light killers, and assault killers (Yes, lights can be one of the best assault mech killers in the game).

Now, everything else is pretty much free game. I have seen effective lights in every single kind of build. XL engines are not required, but generally recommended. You're primary defense is usually not soaking damage, but dodging it entirely, so the added vulnerability isn't as large an issue, and it frees up precious weight. Large engines, and therefore more speed, helps a lot, but is not always needed. I've seen a Raven with 2 PPC's, a bunch of heat sinks, and a top speed of 90, and it was a rather scary sniper. It's just how you're comfortable playing.

End of the day, the main thing for successful light piloting is to understand that you need to somehow get hit much less than any other size category. Whether this be accomplished with range, speed, ECM, or whatever other means, is up to your comfort level.

Now, a few situational tips:

Lasers don't rock a target's cockpit, and can do a surprising amount of damage. The alpha of 4 or 6 medium lasers adds up quickly, and a lot of times, your small enough that they won't notice you until something goes critical damage.

A lot of heavies (assaults can be guilty of this too, but it's more heavies) maximize front armor at the expense of back plates. This seems to be especially true for Cataphracts. I've dropped many Cataphracts in 3 or 4 alphas to the back plate, and they didn't even notice me until the 2nd or 3rd hit.

Missiles come from somewhere. When you see huge clouds of LRMs arcing onto your team, watch where they come from. Missile boats tend to stay away from main combat, and are many times unguarded. A lot of the time, they have no close range weapons, or have only 2 medium lasers to fend off something close. Removing them can help your team immeasurably. On Catapults, target either the ears or the back plate. Target ears or legs on a Stalker (back play is good, too, but can be harder to hit than a Catapults, and Stalkers tend to have better close range weapons). Awesomes, go for the back plate.

Blowing off both of an opponents legs kills them. If you see a mech who already has one leg in the red, legging them is many times much easier than coring them. There are only 2 hit boxes below the waist, as opposed to 9 above it.

If you are scouting, do not forget to LOCK ON. You can see the enemy all you like, if you aren't locked on, you aren't helping. Also, maintain lock on, or your missile boats are just wasting ammo by firing, only to hit ground when you lose your lock.

Flanking a mech your team is fighting can make a HUGE difference, even if your damage output is low. First, it adds pressure to the target, hindering his ability to focus, and increasing his perceived threat. Second, it masks which armor sections are taking the most damage, making it harder for him to determine what to defend. Finally, if you happen to be using something ballistic, it shakes their cockpit, making it harder to aim and steer.

If you are capturing points in conquest, remember to use the rig in the center as cover.

In assault mode, a good trick for pressuring the enemy team and splitting their forces is to run to their base, stand on it just long enough to get the game to announce that it's being captured once or twice, then run away. They will send units back to defend the base, meaning less units firing on your team. Doing this several times during a match can really cause chaos on the enemy team.

Speaking of assault, BASE CAPTURING IS AN ENTIRELY LEGITIMATE METHOD OF WINNING. Forget the nay-sayers, if you can do it, do it.

Oh, and finally, max your leg armor. Always max your leg armor.

I hope this helps. May you blast the legs and back plates off of many opponents.

*Edited for accuracy. Thank you, barnmaddo! :-)

Edited by zraven7, 11 April 2013 - 04:12 AM.


#2 Febrosian R Gillingham

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Posted 25 March 2013 - 10:42 AM

Very nice guide, definitely a good read for people struggling with their light mechs. Absolutely agree with taking a non-ECM light as a first light mech, as you are forced to learn proper light piloting and how to be cautious. Saves a lot of frustration later on in the game.

#3 James DeGriz

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Posted 26 March 2013 - 02:49 AM

Glad I found this. I've always been a medium / heavy pilot, but picked up a Commando 2D because it was cheap and I fancied trying my hand in a light. Stuffed an XL200, 3SSRM2s and a MLAS in and couldn't stop grinning. Awesome fun. This post will definitely help in making me a better light pilot.

#4 Biggieboy

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Posted 26 March 2013 - 06:58 PM

I completely agree, except for the base capping part. It's no fun, and gives you no c-bills (if you don't fight I mean). I do it sometimes to lure one or two enemies back to their base, so my team has an easier time. I wouldn't completely cap it though, unless i'm the only one left.

#5 ZeProme

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Posted 26 March 2013 - 07:43 PM

Very nice guide. Thanks!

#6 zraven7

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Posted 27 March 2013 - 05:21 AM

View PostBiggieboy, on 26 March 2013 - 06:58 PM, said:

I completely agree, except for the base capping part. It's no fun, and gives you no c-bills (if you don't fight I mean). I do it sometimes to lure one or two enemies back to their base, so my team has an easier time. I wouldn't completely cap it though, unless i'm the only one left.

If you look at your average base-cap-rush match, it usually lasts about 3 minutes. The C-bills you get for those 3 minutes is actually a lil higher than the c-bills you get for 3 minutes of average combat play. I can;t say anything about the "fun or not" part though, that's preference.

I'm never gonna knock people who say that they prefer combat over a base cap contest, but I wrote this guide for succeeding while piloting a light mech. Base capping is an extremely effective means to do this.

Also, if people keep base capping, maybe people might learn to defend their base better? One can hope. :-)

Either way, though, I'm glad the guide helped you. The "Base Capturing" argument is one that has been raging a while now. Honestly, I'm just hoping that the add in a true "Deathmatch" mode, where total opponent destruction is the only goal. That would solve a lot of arguments.

#7 Gaan Cathal

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Posted 27 March 2013 - 10:40 AM

View Postzraven7, on 25 March 2013 - 10:32 AM, said:

Ok, first thing is first. Read the next sentence carefully.

YOU DO NOT NEED ECM TO BE A SUCCESSFUL LIGHT MECH PILOT.

I really feel that needs to be stressed, There is a common belief that light mechs are only good for ECM, and non ECM lights are good for mastering ECM lights. This is false.

I, personally, am against having ECM on your first light mech. Don't get me wrong, in the hands of an experienced pilot, ECM can be absolutely devastating. However, I feel that using it while you are learning to play a light can teach you bad map-awareness habits, and hinder your learning of using cover effectively. There are other schools of thought on this, and I'm not saying they are wrong. Just understand that ECM is NOT a requirement.


I'm a Raven pilot and I support this message.

View Postzraven7, on 25 March 2013 - 10:32 AM, said:

5) Just because you are in a light mech does not mean you should fight other light mechs. Some light mechs will not do well against other light mechs, especially if they are built with scouting or harassing in mind. If you want a light killer, there are plenty of guides out there, and everyone on your team will love having you around, but that is not the only use for a light.

6) You are not always the scout. Scout builds are also a rather specific thing, and most do incorporate ECM. Lights are not default scouts, however, and many are built as quick strikers, flankers, light killers, and assault killers (Yes, lights can be one of the best assault mech killers in the game).

....

Missiles come from somewhere. When you see huge clouds of LRMs arcing onto your team, watch where they come from. Missile boats tend to stay away from main combat, and are many times unguarded. A lot of the time, they have no close range weapons, or have only 2 medium lasers to fend off something close. Removing them can help your team immeasurably. On Catapults, target either the ears or the back plate. Target ears or legs on a Stalker (back play is good, too, but can be harder to hit than a Catapults, and Stalkers tend to have better close range weapons). Awesomes, go for the back plate.


These three points are some of the best tactical (as opposed to pure piloting technique) pieces of advice I can think to give an aspiring Light Mech douchbag pilot. One additional point I will make on the LRMs point. Sometimes, just sometimes, you'll find an LRM mech with no other capability. If you're in a Light Mech with ECM, and find one of these and there are other enemies in the vicinity, do not waste time killing the LRM platform, merely stay within ******* ECM range and engage targets that can actually hurt things. You have, at this point, entirely neutered the LRM boat, and can deal with it at leisure.

Oh, and learn to love the hate of others. It will be piled upon you, if you do your job right.

#8 zraven7

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Posted 27 March 2013 - 11:26 AM

View PostGaan Cathal, on 27 March 2013 - 10:40 AM, said:


I'm a Raven pilot and I support this message.



That means a lot, dude. Thanks. :-)

#9 mekabuser

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Posted 04 April 2013 - 07:40 PM

Its amazing how versatile light mechs are as the OP great guide addresses piloting one in ways I dont , yet i am successful. Ill attempt to quickly add my philosophy specifically in regards to my light of choice the spider d with an erppc.

As far as scouting, I think its important, for my self and the team, but I am by no means a dedicated scout.. What i will do is something like this.. Utilizing JJ, try to ascertain enemy location as quickly as possible. left right, upper lower, water hills, its basic intel , but cuts the map in half for your team. I have advanced sensor modules which help in this regard also..
SO, in chat Ill say something like.. "main force other side of dropship" Now, unless you are specifically trying to give ecm cover to ur mates, i try to set up on either flank of our main forces.. THis allows my team greater sensor range on the enemy.. This paid off today as I was on the right flank on frozen to the right of the DS and right after I saw the main enemy force, my sensors picked up two enemy trying to flank to our right... So quickly in chat..

" two coming right side.. " Small tidbits like that are essential and very helpful to the team.. Proof? three guys broke off our main line to engage them ..
Which leads to how i like to engage..

I have a sniper weapon.. but the spider is so fast and maneuverable that I engage the enemy basically without fear.
So , today as my guys went to intercept the two enemy mechs trying to flank us, I joined the fray... which leads me to one of the most important aspects of light piloting imo..

DONT MISS> You have limited firepower. I have one weapon and I practiced with it over and over to make sure every shot counts.. Know your enemy, aim for weak spots, Dont stand still for more than a few seconds and move.. Move laterally to the enemy.

So,, my team wiped out the two enemies in short order.. SO.. my basic intel thwarted the enemies thrust, killed two enemies. and then put MY team in position to establish a psuedo pincer from the right side with a numerical advantage..
Time to cause panic..
At this point a good team, which i was on , would press the advantage... As soon as i saw the guys who were on the right side with me were moving in on the enemy.. I moved right into the thick of the enemy lines.. Why? i knew i had two guys behind me, and more than likely the rest of my team would see what had happened and join in ..
Thats exactly what happened.. So. As I , the crazy spider pilot went head on against a cata and an atlas, guess who they tried to hit mid air? me.. that didnt work , they got erppc to the head and took their eye off the real threat.. my teammates..

At this point , you are the little guy who in the brawl just goes around kicking guys who are locked up in a fight with others...

OH.. avoid ssrm lights.. I would say avoid other lights till you know what you are doing in a light.. WHy? theyre hard to hit... !!


ID like to add one more thing to this pseudo guide.. WHen the battle begins and is a bit drawn out at first.. Target your enemies,, but relay relevant info . If you get target on say a ddc atlas. well thats a juicy target.. So , it takes 2 seconds to type.. "B is atlas. " or "D is raven"

Hope this helps someone.. I do love seeing good light pilots out there.. and by that I mean non raven 3l streak gods. or even commando streak gods.. Streaks are just... weak sauce.
~S~

#10 zraven7

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Posted 05 April 2013 - 08:02 AM

View Postmekabuser, on 04 April 2013 - 07:40 PM, said:

Its amazing how versatile light mechs are as the OP great guide addresses piloting one in ways I dont , yet i am successful. Ill attempt to quickly add my philosophy specifically in regards to my light of choice the spider d with an erppc.

As far as scouting, I think its important, for my self and the team, but I am by no means a dedicated scout.. What i will do is something like this.. Utilizing JJ, try to ascertain enemy location as quickly as possible. left right, upper lower, water hills, its basic intel , but cuts the map in half for your team. I have advanced sensor modules which help in this regard also..
SO, in chat Ill say something like.. "main force other side of dropship" Now, unless you are specifically trying to give ecm cover to ur mates, i try to set up on either flank of our main forces.. THis allows my team greater sensor range on the enemy.. This paid off today as I was on the right flank on frozen to the right of the DS and right after I saw the main enemy force, my sensors picked up two enemy trying to flank to our right... So quickly in chat..

" two coming right side.. " Small tidbits like that are essential and very helpful to the team.. Proof? three guys broke off our main line to engage them ..
Which leads to how i like to engage..

I have a sniper weapon.. but the spider is so fast and maneuverable that I engage the enemy basically without fear.
So , today as my guys went to intercept the two enemy mechs trying to flank us, I joined the fray... which leads me to one of the most important aspects of light piloting imo..

DONT MISS> You have limited firepower. I have one weapon and I practiced with it over and over to make sure every shot counts.. Know your enemy, aim for weak spots, Dont stand still for more than a few seconds and move.. Move laterally to the enemy.

So,, my team wiped out the two enemies in short order.. SO.. my basic intel thwarted the enemies thrust, killed two enemies. and then put MY team in position to establish a psuedo pincer from the right side with a numerical advantage..
Time to cause panic..
At this point a good team, which i was on , would press the advantage... As soon as i saw the guys who were on the right side with me were moving in on the enemy.. I moved right into the thick of the enemy lines.. Why? i knew i had two guys behind me, and more than likely the rest of my team would see what had happened and join in ..
Thats exactly what happened.. So. As I , the crazy spider pilot went head on against a cata and an atlas, guess who they tried to hit mid air? me.. that didnt work , they got erppc to the head and took their eye off the real threat.. my teammates..

At this point , you are the little guy who in the brawl just goes around kicking guys who are locked up in a fight with others...

OH.. avoid ssrm lights.. I would say avoid other lights till you know what you are doing in a light.. WHy? theyre hard to hit... !!


ID like to add one more thing to this pseudo guide.. WHen the battle begins and is a bit drawn out at first.. Target your enemies,, but relay relevant info . If you get target on say a ddc atlas. well thats a juicy target.. So , it takes 2 seconds to type.. "B is atlas. " or "D is raven"

Hope this helps someone.. I do love seeing good light pilots out there.. and by that I mean non raven 3l streak gods. or even commando streak gods.. Streaks are just... weak sauce.
~S~

Thanks for the tips on typed info. I'm almost always running with people I VOIP with, so it's not something I'm really practiced at.

I've seen sniper Spiders, like single PPC builds. In the right hands, they can be pretty incredible.

#11 Stokes52

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Posted 06 April 2013 - 12:56 AM

View Postzraven7, on 25 March 2013 - 10:32 AM, said:

5) Just because you are in a light mech does not mean you should fight other light mechs. Some light mechs will not do well against other light mechs, especially if they are built with scouting or harassing in mind. If you want a light killer, there are plenty of guides out there, and everyone on your team will love having you around, but that is not the only use for a light.


I'm really curious about this statement.... Can you link to any guides or give any tips on how to build a light mech that is specially kitted for killing other light mechs? I feel like being a light mech that can take out other light mechs is a fantastic asset to have on a team.

#12 Alkabeth

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Posted 06 April 2013 - 06:36 PM

You can also pull enemies with a light. If I can pull a heavy away from battle or pull one into the rest of the team, I've effectively taken a much larger mech out of play.

Fundamentally this game is about using more mechs to attack fewer mechs and a light can help in setting up that situation.

The same goes for base capturing. Sometimes if I can't 'crack' the enemy team, I'll run over the base which always sends somebody scurrying back. Which again pulls enemies apart making them easier for the 'big boys' to destroy.

#13 1BigFool

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Posted 07 April 2013 - 07:39 PM

View PostStokes52, on 06 April 2013 - 12:56 AM, said:


I'm really curious about this statement.... Can you link to any guides or give any tips on how to build a light mech that is specially kitted for killing other light mechs? I feel like being a light mech that can take out other light mechs is a fantastic asset to have on a team.


I use this from time to time. http://www.mechspecs.com/forum.php

#14 1BigFool

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Posted 07 April 2013 - 07:59 PM

I agree with your first statement wholeheartedly. You don't need ECM to be effective. My two cents?


1) Keep Moving. As the OP stated, your legs are two of your best assets. Moving targets are harder to hit. Vary your speed as well, this way it makes you a harder target to lead.

2) Vary Your Patterns. Mastering the turn-and-burn is great, but if you're not doing any damage, change it up. Make the other mech work to hit you. Watch the way they turn. The big guys turn slowly...use that to get behind them. Also, if you are taking a page out of Monty Python ("run away, run away") due to the situation being too hot, DON'T RUN IN A STRAIGHT LINE!

3) Size Matters. I recommend finding the largest damn engine you can find and comfortably fit in your mech. Don't sacrifice your weapons, but honestly, I've found that once you break 100kph+, a lot of these guys have trouble hitting you...but you can hit them just fine.

4) Buddy System. Find another light to pair with. Stay with them. Two or three targets running around mechs can cause a lot of havoc.

5) Use the Training Ground. Practice hitting things at speed. Find the weak spots of mechs. Learn where to hit them.

As for Streaks, I have nothing against them. Use them, don't use them...whatever.


Good Hunting.

Edited by 1BigFool, 07 April 2013 - 07:59 PM.


#15 zraven7

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Posted 08 April 2013 - 06:29 AM

View PostStokes52, on 06 April 2013 - 12:56 AM, said:


I'm really curious about this statement.... Can you link to any guides or give any tips on how to build a light mech that is specially kitted for killing other light mechs? I feel like being a light mech that can take out other light mechs is a fantastic asset to have on a team.

There are multiple schools of thought on this, and it also evolves depending on patches. Used to be that SRMs were a great way to give lights a headache, but the recent nerf has changed that a little. SSRM2s are an awesome weapon against light mechs, but to be able to take down every light with those, you need ECM to be able to counter their ECM and lock on, which pretty much lands you in a Raven. This isn't a bad thing, some people just don't like Ravens. Lasers can me disasterous against other mechs, especially if you focus legs, but you have to be able to hit relatively consistently while dodging them doing the same. Also, if they have streaks, and you don't have ECM, it could be difficult.

Simple answer, the easiest to pilot light mech that is good at destroying other light mechs is some kind of ECM-SSRM2 Raven. You have speed, you can hinder their streak lock-ons, you can knock out their ECM so you can lock on, you have speed, good torso turn, etc, etc. SRMs are still viable, but you have to be able to hit more accurately, and lasers just require more skill.

#16 SpinalDethpizza

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Posted 09 April 2013 - 07:19 PM

Wish I had found this thread sooner.
It's got some great advice I can't wait to try out. ^_^

One thing that hasn't been said that I find works out really well, is to go and harrass the snipers. Works similiar to the way you deal with lrm boats. You run in (preferably from a flank or rear) hit them a couple of times (I like to target the rear/legs or sniper weapon location) once they notice you run away, once they go back to siniping hit them again, wash and repeat.

This is probably most effective if you're in a low damage mech (I'm using a Spider 5-V, so I've only got the 2 lasers). You can pretty effectivley stop a sinper from harrassing your team until they call for back up, or operate in teams. And because their damage output is signifcantly higher than yours it hurts their team more than yours.


*edited for spelling*
*edited for using wrong variant*

Edited by SpinalDethpizza, 10 April 2013 - 12:12 AM.


#17 FrostCollar

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Posted 09 April 2013 - 07:46 PM

Here's another tip you didn't mention:

Don't always circle!
When a light mech is fighting a slower mech, often the light pilot gets into the habit of orbiting the enemy and firing at him. This is pretty routine, but is not always a great idea. A skilled pilot will realize what you're doing and wait for you to come around in front of them again and blast you. Remember, if you are fighting larger mechs at close range you should try to stay away from your enemies' weapons as much as possible. That's easiest to do if you stick behind them, and this takes a bit more than simply running in a circle around your enemy.

My favorite strategy is to turn towards the enemy when I reverse direction to keep out of their front arc. It allows me to keep my torso pointed at them and my weapons firing for the full duration of the turn. If you continue this you can theoretically keep firing at your enemy constantly and they'll be unable to shoot you. This strategy is most effective against Stalkers, that are uniquely incapable of dealing with you with their slow speed, lack of lower arm actuators, and small torso twist.

The important thing is that any situation when you're shooting the enemy and they can't shoot you is good and should be prolonged as long as possible. Also, don't be afraid to sacrifice some damage if it means avoiding enemy fire. You don't have the armor to duel blow-for-blow with anything much larger than you and you've got the speed to circle back in an instant.

#18 zraven7

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Posted 10 April 2013 - 12:55 PM

View PostSpinalDethpizza, on 09 April 2013 - 07:19 PM, said:

Wish I had found this thread sooner.
It's got some great advice I can't wait to try out. ;)

One thing that hasn't been said that I find works out really well, is to go and harrass the snipers. Works similiar to the way you deal with lrm boats. You run in (preferably from a flank or rear) hit them a couple of times (I like to target the rear/legs or sniper weapon location) once they notice you run away, once they go back to siniping hit them again, wash and repeat.

This is probably most effective if you're in a low damage mech (I'm using a Spider 5-V, so I've only got the 2 lasers). You can pretty effectivley stop a sinper from harrassing your team until they call for back up, or operate in teams. And because their damage output is signifcantly higher than yours it hurts their team more than yours.


*edited for spelling*
*edited for using wrong variant*

That's a really good strategy. There are a lot of situations where smart harassment can take a large damage enemy mech out of the fight until you have allies who can focus him. Thank you for adding this.

View PostFrostCollar, on 09 April 2013 - 07:46 PM, said:

Here's another tip you didn't mention:

Don't always circle!
When a light mech is fighting a slower mech, often the light pilot gets into the habit of orbiting the enemy and firing at him. This is pretty routine, but is not always a great idea. A skilled pilot will realize what you're doing and wait for you to come around in front of them again and blast you. Remember, if you are fighting larger mechs at close range you should try to stay away from your enemies' weapons as much as possible. That's easiest to do if you stick behind them, and this takes a bit more than simply running in a circle around your enemy.

My favorite strategy is to turn towards the enemy when I reverse direction to keep out of their front arc. It allows me to keep my torso pointed at them and my weapons firing for the full duration of the turn. If you continue this you can theoretically keep firing at your enemy constantly and they'll be unable to shoot you. This strategy is most effective against Stalkers, that are uniquely incapable of dealing with you with their slow speed, lack of lower arm actuators, and small torso twist.

The important thing is that any situation when you're shooting the enemy and they can't shoot you is good and should be prolonged as long as possible. Also, don't be afraid to sacrifice some damage if it means avoiding enemy fire. You don't have the armor to duel blow-for-blow with anything much larger than you and you've got the speed to circle back in an instant.

This is a great intermediate/advanced tactic. I do find that people who pilot speedy mechs often will begin doing this one without even noticing that they are doing it. Soon after this, things like fade-aways and jump-spin shots start coming out. I'd highly recommend that anyone wanting to learn some crazy light-piloting watch some skilled Spider pilots. Ravens may rule the roost when it comes to pure effectiveness, but Spider pilots can do some absolutely amazing steering stunts.

#19 Sephlock

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Posted 10 April 2013 - 03:55 PM



#20 barnmaddo

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Posted 10 April 2013 - 06:29 PM

View Postzraven7, on 25 March 2013 - 10:32 AM, said:

Blowing off both of an opponents legs kills them. If you see a mech who already has one leg in the red, legging them is many times much easier than coring them. There are only 2 hit boxes below the waist, as opposed to 9 above it. If you destroy 1 leg, that drops it down to 1 hit box, and no torso-twisting will change that.


Not entirely true. After removing a leg, the hit box remains, it just transfers all damage to their front side torso, starting with the outer armor, and after that's gone it moves to the front center torso armor...

So legging is good, and with a light you should be able to get clear shots at the other leg, but you can't just shoot legs indiscriminately.





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