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A Brief Introduction To Playing A Light Mech.


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#21 juxstapo

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Posted 11 April 2013 - 02:01 AM

You had me at hello. Actually you had me at "DO NOT NEED ECM" :D

(I have three of every light chassis except Ravens, half elited and half mastered, and completely support that ecm-less philosophy)

#22 zraven7

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Posted 11 April 2013 - 04:09 AM

View Postbarnmaddo, on 10 April 2013 - 06:29 PM, said:


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.

Still, that means that shots below the waist are hitting one of 2 armor zones, and both are ones you don't mind hitting, as the other leg is a kill, and the side torso many times houses armament, and can be a kill if they are running an XL. I do appreciate the correction, though. Where damage transfers to when you strike a "destroyed" zone is still a matter of confusion with many players, myself apparently included. :-P

#23 SpinalDethpizza

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Posted 19 April 2013 - 01:18 PM

Just found this out, but if you find yourself doing the "dance of death" with another light, press "x" right before your wepons have finished cycling. This usually cuases the oppenents next shot to go wide and lines up your next shot for a hit.
So if this was a fighting game key input would read w,x,trigger+w.
This probably won't be as effective if you don't have streaks and they do.
The key to this trick is to accelerate almost imediatly after inputing the full stop, so you end up just slowing down a bit, but with more accuracy (and quicker acceleration if you over shot the decceleration) than trying to thottle down.
*editied for forgetfulness*

Edited by SpinalDethpizza, 19 April 2013 - 01:28 PM.


#24 purplewasabi

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Posted 11 December 2013 - 05:26 AM

View Postzraven7, on 10 April 2013 - 12:55 PM, said:

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.


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.


Great post, and I hope it helps out new players who are interested in piloting the light mechs.

I just wanted to add that light pilots should also incorporate the terrain and buildings, even your own teammates (use them for cover if you have to but don't hinder their movements).

Also I see quite often, light mechs crashing into things and teammates when they do the 'circle of death' and ends up dead either by friendly fire or an alpha from the enemy. Not sure if its relevant (or reliable cause I only have a few months into piloting my light-mech. There might be a better way to do this), but I feel map-awareness is important and you should roughly know your surroundings just by peeking at the mini-map.

Hope this reply helps.

#25 Alaskan Nobody

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Posted 11 December 2013 - 10:28 AM

View Postpurplewasabi, on 11 December 2013 - 05:26 AM, said:

Also I see quite often, light mechs crashing into things and teammates when they do the 'circle of death' and ends up dead either by friendly fire or an alpha from the enemy. Not sure if its relevant (or reliable cause I only have a few months into piloting my light-mech. There might be a better way to do this), but I feel map-awareness is important and you should roughly know your surroundings just by peeking at the mini-map.


Circle of death is usually something that is recommended to avoid, like bad pop-tarting, it tends to lead to tunnel vision type mindsets, which is frequently the cause of death. :huh:

#26 Mootrix

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Posted 12 December 2013 - 07:00 PM

This is an excellent guide - covers many of the things I learned the hard way :ph34r:

I've tried to drive the heavier mechs and can do ok with a heavy or a medium, but everytime I fire up the reactor in a light it feels like coming home, they are definately rewarding to pilot.

Now that preamble is out of the way there is one light mech skill that has only been covered in passing and that is unpredicatibility. Takes a while to get there but eventually a skilled light mech pilot will run all tactical decisions through the "absolutely b*tsh*t crazy" filter. This sums up as never being where they expect you to be - that ac40 boomjaeger? Run straight at him while his ACs are cycling then break before he fires.

Of course I drive a ecm spider (prefer the 3xMPL setup) and you have to be nuts to get the best out of them :wacko:

#27 TripleEhBeef

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Posted 16 December 2013 - 08:30 PM

If there are enemy lights on the field, know when to get into a light duel and when to break off. This is as much dependent on your mech and loadout as it is your skill. I run a max speed COM-1B, and despite being a rocket ship on legs, it shouldn't try to pick a fight with every light mech it sees. A COM doesn't have the armour to survive a protracted circle fight, and you should avoid those if you can.

If I spot an enemy light while scouting, I'll singe it with my LL, but I won't chase. If he comes after me, I run back to my buddies and let them kill him. On the other hand, when the main fight has broken out, I love to jump enemy lights that are buzzing our big mechs. With 170kph on tap, it is extremely easy to stay on their tail and out of their weapons arc. I'll typically leg him, then break off to attack something else. A legged light in the middle of the main fight has a life expectancy of three seconds, and an AC40 Jager can finish him faster than I can.

#28 SnagaDance

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Posted 17 December 2013 - 04:39 AM

Nice topic. To tie in with Mootrix's point on unpredictability, often a light mech can intentionally enter an enemy position containing 5-6 mechs, splash fire everywhere and in essence create this big neon sign that says "Why don't you come follow the annoying Light?".

This often causes chaos in the enemy ranks, lessening fire towards your teammates, and in turn allowing your friends to take advantage.
In addition you might be able to lure some big mech(s) away. All good things.

An enemy that knows what they're doing will largely ignore you, though even a little harrasment fire from their side while you're passing through might be enough to cripple you. In this case, repeat the process.

But! Be unpredictable in this. Don't simply run around that building/hill and come back around the other side (every time), because sooner or later a heavy will be waiting for you and slag your mech.

Mix it up. Reverse direction while out of sight (even mechs that decided to chase you can be caught completely unaware by this), suddenly come back by jumping over the obstacle, or make a longer circling movement and come back from a different cardinal direction.

A predictable Light is a dead Light.

#29 Alardus

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Posted 13 June 2015 - 05:45 PM

View PostAlkabeth, on 06 April 2013 - 06:36 PM, said:

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.


This is pretty true of all light mech play, even the slow ones. If there is some form of tonnage balancing to force light mechs to be in every fight, then pulling heavies away in a light makes your heavies that much more overwhelming in force if they meet the now smaller main force of the enemy. There's plenty of tactics and play involved with this. I sold my stock PNT-9R and now I miss it terribly as a light mech for sniping :(

I think a lot of players may feel underwhelmed by light mechs that are built for striking or sniping, simply because its true that heavier mechs will have more firepower. But for the tonnage, the amount of firepower these light mechs has is pretty decent.

Edited by Alardus, 13 June 2015 - 05:58 PM.






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