aniviron, on 18 April 2013 - 02:55 PM, said:
Translation: Lights aren't meant to do damage.
Okay then, what is the function of a light in the game?
Don't you dare tell me it is "scouting." Scouting is not a valid role. You need a scout very briefly at the beginning of the game to determine where the main enemy push is. After that, you know more or less where they are, and can monitor their positions from afar with an assault. And honestly, the maps are not large or complex enough (even alp and tourm) that you need scouting even for an eight-assault team. Didn't find the enemy the way you went? Then they went to the other side of the map as you.
Lights are meant to break up unbalanced teams and crush weaker players. A common tactic is to just rush their base with your lights. Wait till the enemy team gets about mid field and then start capping them.
They have two choices, don't return to base and thus lose to a cap. Or return to base to stop it. If they don't have any lights you get a nice train where the team breaks up by the speed they move it. This usually leaves people easy prey for the rest of your team as they space out, or gives your team a numerical advantage in the firefight. Since very few groups have any sort of strategy or plan other than trying to turn the game into a mob based TDM match you can cause a fair amount of havoc doing this and it's super effective against players who don't know what they're doing.
You're main goal should be punishing teams for dropping too heavy, breaking up the main enemy force through capping for your heavies, or countering other lights from doing the same to your team. Once the other team is broken up and your side has a numerical advantage you can join the fight and attack already damaged mechs, or if the other team decided not to break up just cap them and call it a day.