Farix, on 12 September 2013 - 07:00 AM, said:
Capturing or destroying soft targets is one of the roles of a light mech
Wrong. It's one of the possible roles that a light 'Mech can take, but it's not the role. I'm tired of people claiming that lights are only good to cap and scout. There's much more than one use for light 'Mechs. From ECM disruption, to scouting, to harassment, to support, and to quick capture, there's much more than one situation they are good for.
Like I mentioned, I'm mostly an offensive Jenner pilot. This means I scout until the enemy is found, relay the info and keep them scouted, and when my team's brawlers engage, I focus to either get assists or kills. If I see stragglers, num num num! If the enemy is capping our base early, I will be the one rushing back to see what's the threat and try to stop the cap, but that's not my favourite part, Point is, I will do what it takes to win, but capping is my last resort and will always be. I will never abandon a friendly in need of help if I know I can turn the tides in favour of a quick cap, even if that means that I may die and lose. I call this courage. I'm not a coward.
BlacKcuD, on 12 September 2013 - 07:15 AM, said:
In PUG games, a much simpler approach could help with that: make the cap take even more time! Simple as that. More reaction times for your team and cap rushes/blindsight will only work if you have really a lot of good Mech pilots making it to your base. In such a case, your team should lose, why the heck not? You got outmanoeuvred, and that is a part of Mechwarrior.
FYI... in case you didn't know, all games are PUG games. There's always pugs in every game I've played even when I'm dropping with a full group. So what do you qualify as a non-PUG game exactly? There's no "full lance only" mode yet.
Edited by Tweaks, 12 September 2013 - 07:24 AM.