

Light Mechs, Speed+High Ping, No "light Weapons"= Why Play Anything Else?
#1
Posted 19 August 2013 - 06:45 AM
Light Mechs
They run around at very high speeds, and can carry most of all the weapons any medium or heavy can. Sure they can't carry as many, but it doesn't really matter cause with almost every weapon you fire you only fire them one at a time. They pretty much can an do outrun missiles or they have ECM; so the one weapon that would help half the kill the 80% of high ping ones is useless. Some of the are so short my Atlas can't even shoot them when they are all up in my face. Collisions seem to be turned off still it seems. Also, they are smaller targets. So, I'll break it down to you guys. An heavy class vs a light class pros and cons. They you can give me your opinion on it if you read my post.
Light
+Fast
+Small frame and hit boxes (added bonus high ping)
+Uses same weapons as all mechs there is no "light" version.
+Runs/Jump jets everywhere
+ECM on almost every model of of the lights
+Has more areas for cover and a faster reaction window to avoid DMG
-If hit "if" can die in a few number of shots
-Can't fit as many weapons/ammo on them as a heavy
Heavy
+Carries a lot of weapons
+Lasts a tad but longer in a brawl
-Really slow
-All heavy's are very wide and big aa well as very easy to target and hit, so much so you have to be really bad if you missed
-Can't out run any ECM requires no leading of shots like when fighting a light mech
So I ask you this. Why run anything but a light mech. The pros outweigh cons by far.
#2
Posted 19 August 2013 - 06:49 AM
Lights do get crushed.. however with the borked implementation of HSR, they are running a more rampant (whining about Spiders is the new meta). It is not impossible to hit them... it requires some patience and skill (both of which are in low supply and high demand).
On the other hand... it almost sounds to me that you haven't played lights... because it really isn't that easy to pilot one. Light mechs do not provide the instant gratification that a one-shot kill from a heavy or assault does in the current state of the game. That's the difference.
#3
Posted 19 August 2013 - 06:53 AM
#4
Posted 19 August 2013 - 07:10 AM
*throws tarp over mastered jenners spiders and ravens*

#5
Posted 19 August 2013 - 07:11 AM
Deathlike, on 19 August 2013 - 06:49 AM, said:
Lights do get crushed.. however with the borked implementation of HSR, they are running a more rampant (whining about Spiders is the new meta). It is not impossible to hit them... it requires some patience and skill (both of which are in low supply and high demand).
On the other hand... it almost sounds to me that you haven't played lights... because it really isn't that easy to pilot one. Light mechs do not provide the instant gratification that a one-shot kill from a heavy or assault does in the current state of the game. That's the difference.
Are you telling me its hard to get behind a heavy and burn 60-80 damage on their back spot while you prance around and use the lag/jump jets running in a circle? Right now they are still over powered just like when I quit 3 months ago. I see ECM still is op and here too. So what got fixed since I left? All I see is some new mechs, maps, swag, added range finder to weapon system, oh and gravity. I guess I should add that as another - to any class other than a light.
#6
Posted 19 August 2013 - 07:14 AM
#7
Posted 19 August 2013 - 07:14 AM
With incoming tonnage limits we'll definitely start seeing how crappy mediums are vs lights. It will be lights lights lights and the few players who play anything heavier only do so because they refuse to play lights. In battletech you're supposed to be scared of a heavier mech. In MWO, it's literally the opposite.
The conclusion is this: It's not that lights are overpowered, they're simply much more powerful than what they're originally designed to be.
#8
Posted 19 August 2013 - 07:17 AM
It's your job to learn those patterns and time yourself appropriately with lasers / ballistics. In higher elo gameplay, aiming skills are developped enough as light mechs are pretty rare and very squishy.
Also, some heavy mechs build run at 70-90 km/h. It isn't really what i would consider "slow". It's also much much easier to torso twist and spread the damage on a heavy mech compared to a light mech, not to mention builds that have standard engines last longer than lights, usually.
One of the main advantage of lights is that because of their mobility and size, they can often join up with fellow lights or join with the brawl force, making that group usually swarm a smaller group. They also serve great as diversion. If ever someone tries to kill them, they can just evade, peek over and shoot you to get your attention and hide again, making you waste precious seconds as the main group looms nearer to your location. Is the versatility in lights OP? I'm not sure, I'd just call it smart play. It IS a team game and there should be light mech hunters in the form of fast mediums / lights (or cover fire from adjacent snipers). Try to call for help if you've got a nasty ****** on you, you'll be surprised how fast some come to help you because they know their role!
Edited by Araara, 19 August 2013 - 07:30 AM.
#9
Posted 19 August 2013 - 07:17 AM
#10
Posted 19 August 2013 - 07:24 AM
#11
Posted 19 August 2013 - 07:26 AM
Imperius, on 19 August 2013 - 07:11 AM, said:
It's not that hard if the heavy/assault mech is incompetent or is distracted (which has been always been the best time to make contact). Of course, if the heavy/assault mech was smart enough to... SHIELD THEIR BACKS with buildings/obstructions... then this discussion wouldn't need to take place.
#12
Posted 19 August 2013 - 07:39 AM
Mystere, on 19 August 2013 - 07:14 AM, said:
Not really need to nerf a light but make a heavy's armor count and all heavy weapons should hit harder period. Our weakness is we are slow and a huge target something a light really shouldn't have a chance to kill. Call it what you want but it's nothing like the books I read about heavy's. in the books it's like "Oh god! It's an Atlas! We are all doomed!" This game it's like "oh look a slow moving wall let me circle it a few times and kill it with my amazing speed no collision and jump jets. Back up to a wall and shield my back? What so it can just jump jet behind me and club me like the overweight elephant seal I am? No thanks I'll pass, I just back up and "try to guess the lead in my shot I need for lag and speed while they circle my crosshairs" Honesly if you don't think it's broken then most likely it's the crunch that makes you think you're good at the game.
A light is supposed to:
Scout
Mark targets
Capture points
And provide back up, not take the front line and live as they do now and did 6 months ago!
Edited by Imperius, 19 August 2013 - 07:50 AM.
#13
Posted 19 August 2013 - 07:43 AM
PanzerMagier, on 19 August 2013 - 07:14 AM, said:
With incoming tonnage limits we'll definitely start seeing how crappy mediums are vs lights. It will be lights lights lights and the few players who play anything heavier only do so because they refuse to play lights. In battletech you're supposed to be scared of a heavier mech. In MWO, it's literally the opposite.
The conclusion is this: It's not that lights are overpowered, they're simply much more powerful than what they're originally designed to be.
Thank god someone understands.... Thank you
#14
Posted 19 August 2013 - 07:47 AM
Lights might be powerful now, but trust me. When hit detection gets its act together. Lights will be back to be fragile play things that only the elite can play in.
#15
Posted 19 August 2013 - 07:48 AM
1. What mech are you using.
2. What is its loadout?
3. What is the situation that you keep finding yourself in that you believe lights are OP in.
a. Who is with you? Are you alone?
b. What part of the map are you in? Close to base, far from base?
PanzerMagier, on 19 August 2013 - 07:14 AM, said:
Read the Warrior Trilogy, specifically the fight between Cochraine's Goliaths and the Davion Light Guard.
Basically Locusts (20tons) and Firstarters (35tons) against Goliaths (80tons).
Once you've done that, please come back with some evidence that heavier mechs should be 'scary'. I've been playing MechWarrior for 15 years and have never been scared of heavier machines. Same thing with TT.
#16
Posted 19 August 2013 - 07:53 AM
Imperius, on 19 August 2013 - 07:39 AM, said:
A light is supposed to:
Scout
Mark targets
Capture points
And provide back up, not take the front line and live as they do now and did 6 months ago!
...if that's the case, then why was the Commando designed first and foremost as a Striker? Or the Jenner? You're basically asking to have the two most heavily armed Lights in the game to be absolutely worthless because you seem to have it in you're head that "I'm heavier than you, therefore I win." If a Light 'Mech gets caught out, if you put yourself in a bad spot, you are dead. If you round a corner right in front of an entire lance of 'Mechs, you are dead.
If you play smart, you can do a lot of damage and cause some serious havoc among the enemy's back line and really stir up their Assaults. If you play dumb, you're dead. That's the way it should be.
#17
Posted 19 August 2013 - 07:55 AM
I could go along with that if it was extremely dangerous for them to get in front of an assault, but it isn't. Lights just circle-strafe all day long.
#18
Posted 19 August 2013 - 07:56 AM
Imperius, on 19 August 2013 - 07:39 AM, said:
A light is supposed to:
Scout
Mark targets
Capture points
And provide back up, not take the front line and live as they do now and did 6 months ago!
Explain why the Eridani Light Horse was able to wage war on numerous planets over 4 centuries in nothing more than light mechs?
Edited by James The Fox Dixon, 19 August 2013 - 07:57 AM.
#19
Posted 19 August 2013 - 07:57 AM
BookWyrm, on 19 August 2013 - 07:17 AM, said:
Because three quarters of mech classes are heavier?
Not that your statement is accurate anyway. There are more lights per team than any other class in nearly every match.
#20
Posted 19 August 2013 - 07:57 AM
Imperius, on 19 August 2013 - 07:11 AM, said:
If this is true, why do we see teams running 8-9 Assault mechs in competative 12 mans with just enough light mechs to spot the enemy and make sure the heavies don't get base capped?
The competitive team makeup (when there are no artificial tonnage limits placed) probably is better evidence of what mechs are most powerful at any given time, and light mechs are minority players hear with assaults and heavies being the dominant mechs.
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