Current Best Light Mech Overall?
#1
Posted 30 October 2013 - 01:46 PM
what light mech overall is the best in the game? Not for specifically Pug / 4man / 12man but overall? What Mech brings the most to its team, the most versatility and utility (in terms of ecm/modules), the best hardpoints, and speed?
jenners i know are largely regarded as the best due to firepower, JJ, but they lack ECM and are low on module slots (barring the K). easy to core.
Spiders are tough to hit, have JJ and ECM making them the most "durable" but generally lack the firepower of other light mechs.
Raven-3L has a good firepower options although less than the jenner, ECM and 3 base module slots but lacks JJs. easy to leg.
Cicada (honorary light) is um, well it has ecm, it seems to be very average at everything though.
Locust for lols, hey its really light/fast and dual ams?
Commando 2D again, doesnt seem to stand out in any way other than its great at killing locusts.
so what are your thoughts?
interesting reads that could impact your decision
http://mwomercs.com/...mech-tier-list/
http://mwomercs.com/...nue-to-improve/
#2
Posted 30 October 2013 - 01:48 PM
#3
Posted 30 October 2013 - 01:49 PM
#4
Posted 30 October 2013 - 01:50 PM
Edited by Fuggles, 30 October 2013 - 01:51 PM.
#5
Posted 30 October 2013 - 01:58 PM
FupDup, on 30 October 2013 - 01:48 PM, said:
Just for that I picked it. Though honestly it's not about dual AMS, it's the 5 energy hard points. I can score in about the same bracket of damage and kills as a Jenner-F pilot. The only thing the Locust lacks is jump jets and armor. They are fragile, but the 3M in particular has a bite.
#6
Posted 30 October 2013 - 03:54 PM
The spider is the one that doesn't belong. There is seriously something wrong with that mech. I don't know if this "lag shield" is even a real thing, but I've seen 'em take hits like an atlas and barely turn yellow, while the same hits would flatten a locust. I stopped piloting my spider in favor of the 3M until it's fixed. Why should it have so much more survivability than the locust?
#7
Posted 30 October 2013 - 11:01 PM
#8
Posted 30 October 2013 - 11:12 PM
Protip: doesn't matter what mech, it's the pilot blablabla
#9
Posted 30 October 2013 - 11:28 PM
If I really must JeNner I would choose The K for max mod slots... 4 med lazors is enuf..
I'm the loon that picked the TDK, maybe something about outpacing a jenner by 20kph and packing 4 med lazors and 3 mod slots is appealing to me...
Imma talking 12manz btw... Who cares about pugs...
Wat mods to run;
1 - coolshot / uav / artie
2 - cap mod / seismic / target info
I can not stress enough how important it is for a good light pilot to pack a fully upgraded UAV..
#10
Posted 31 October 2013 - 06:02 AM
Ok, in all seriousness, I like the Raven 3L. I can see a pretty good argument for the Jenner F being made though.
#11
Posted 31 October 2013 - 07:43 AM
The Jenner is the heavy of lights and should be the best, I do slightly better in my Jenner-D then my Jenner-F.
#12
Posted 31 October 2013 - 07:45 AM
Amsro, on 31 October 2013 - 07:43 AM, said:
The Jenner is the heavy of lights and should be the best, I do slightly better in my Jenner-D then my Jenner-F.
^This.
It's the JR7-F. Period.
I vastly prefer the JR7-D & RVN-3L personally.
S
#13
Posted 31 October 2013 - 10:23 AM
Aside from that, the JR7-F is easily the best light. With 6xSPL on chainfire it's a legging machine or with 6xML it's absolute death to the rear armor of pretty much anything and it can instantly headshot most shutdown mechs since most people don't run full armor on the head.
#14
Posted 31 October 2013 - 04:44 PM
#15
Posted 31 October 2013 - 05:01 PM
338 Armor isn't bad for a light mech the size of an Assault.
#16
Posted 01 November 2013 - 02:58 PM
I run a 5K as a dedicated Recon / Spotter. Intended to locate and feedback target info, strengths, positions to Assaults in my Lance, it also carry's a TAG and an Artillery Strike Module. The role is challenging because I am almost completely defenceless with the exception of an AMS, but it's also rewarding when my Lance listen to me and act on intelligence that I have sent.
#17
Posted 01 November 2013 - 03:06 PM
There's no contest here.
#18
Posted 01 November 2013 - 03:42 PM
#19
Posted 01 November 2013 - 04:49 PM
I've tried several different loadouts, but always come back to the 6 ML's.
Makes an awesome striker/harrasser/cap defender. I only wish they'd come out with a hero version with ECM.
#20
Posted 01 November 2013 - 11:17 PM
And it's not just the fact that 1 mech is dominating an entire weight class. Although if you think about it, no other weight class in the game is dominated by a single mech to the same extent as the light mechs. But it's also the fact that it's 1 mech with the single most vanilla and braindead build in the history of Battletech. 6 lasers. Usually green ones, only occasionally red ones. Usually one weapon group, only occassionally some kind of chain fire going on. Yes, it does take skill to excel with it. I just find it backwards that the best build is the one that is easiest to learn.
If you're in a Raven 4X, you need to learn how to make 3 different weapon types work together - energy, missile and ballistics. If that was the dominant light mech, it would make sense from a balancing perspective, because it would be balanced by skill. Hard to learn, but with great benefits. A mech like the JR7-F would be easy to learn, but with low benefits. Right now we have the opposite. The most noob-friendly build of all light mechs is actually the best of them all, and the mech that can only be used to full effect if you're Neo from the Matrix is one of the worst mechs. How does that make sense from a game balancing perspective?
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