trollocaustic, on 21 May 2013 - 07:00 PM, said:
So Commandos and jenners jetting and running behind a assault to kill it without any retalation is balanced.
Hit reverse throttle and turn around in the opposite direction of where he is circling you.
Any mech that gets behind you will kill you, it's just that lights can do it a lot easier and more often due to their speed.
trollocaustic, on 21 May 2013 - 07:00 PM, said:
So a Light or Cicada barging into cap and winning before the other team can fight back is balanced.
Lights have exponentially less armor and firepower at the advantage of speed. Speed doesn't let them dodge for crap unless against incompetent opponents, and lock-on missiles are completely impossible to dodge without having cover nearby. Since they're less effective at direct combat, they tend to do non-combat tasks like capture objectives to balance it out. They have to be good at either objectives or combat. Bigger mechs are better at combat so lights are better at objectives to even it out. You seem to want them to suck at both.
trollocaustic, on 21 May 2013 - 07:00 PM, said:
The problem with lights is simple.
It's incredibly simple: it doesn't exist. The only light you can make a case for being imbalanced is probably the cookie-cutter configuration of the 3L. That's it.
trollocaustic, on 21 May 2013 - 07:00 PM, said:
I think you refer to ERPPC when you say energy weapons, as lasers are near-useless when faced with a light, they move too fast to keep a bead on them for a full second.
If your rotation can keep up with them a full second.
Lasers, particularly the large class, are one of the best counters to lights. Just rake the beams across their legs a few times and boom. To keep them in your rotation, just move in reverse because you turn faster when walking backwards than forwards. Upgrading your engine a few ratings will help as well. There's also pulse lasers for a shorter beam duration and higher focused damage.
Edited by FupDup, 21 May 2013 - 07:15 PM.