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Noob Question About Lights


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#21 Red Line Pilot

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Posted 01 March 2014 - 04:14 AM

Quote

I wouldn't use these. They'll eat into your profits badly. You need that money to get your DHS and XL engine. You might be better of with target info gathering, it lets you know what is damaged just a bit faster, which is useful as you don't want to stick around long.


This advise is worth repeating.

Don't use those consumable until you are swimming in C-bills like Scrooge McDuck. The one time benefit for a marginally bigger chance to win is not worth it c-bill wise imo. You are better off with a bigger engine/double heat sinks than those consumables at the moment.

#22 PieRat

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Posted 01 March 2014 - 07:37 AM

View PostRed Line Pilot, on 01 March 2014 - 04:14 AM, said:


This advise is worth repeating.

Don't use those consumable until you are swimming in C-bills like Scrooge McDuck. The one time benefit for a marginally bigger chance to win is not worth it c-bill wise imo. You are better off with a bigger engine/double heat sinks than those consumables at the moment.


+3 to the above statements. Also yes if you plan on playing a lot of conquest a cap accelerator module might be worth investing in as someone else stated. For sniping extended sensory range is also a good choice. The seismic is almost mandatory on all my lights. Target info gathering is another good choice especially in the latter part of the battle and you are looking for targets that will not be too difficult to take down. Again why am I not allowed to make paragraphs? Something messed up on my editor???

#23 Koniving

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Posted 01 March 2014 - 08:43 AM

I'm late to this party, but as someone with a lot of experience with flamers (Just type Koniving and Flamer in youtube to find everything from Flamer Spiders to Flamer Awesomes and even the epic Flamer Stalker), I'll tell you right now that flamer will hurt you more than it will help you.

It's great fun, don't get me wrong. But other than firing it towards their cockpit as you run by, until the upcoming flamer code rewrite a single flamer isn't enough to do anything.

Otherwise as I'm sure many have said, throw in double heatsinks and you're good.

Btw if you bring more jumpjets, try this. The location, not the lack of success otherwise. You can get into a lot of really interesting places.


Back then jumpjets were a lot weaker and barely functioned unless you had a LOT of them. Now jumpjets do a lot more. So you'll have an easier time.

#24 Fang01

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Posted 01 March 2014 - 09:59 AM

View PostSpleenslitta, on 01 March 2014 - 03:37 AM, said:

DHS are mandatory these days i'll admit. I will install XL engines into my Jenners but i have been successull with the stock jenner engine too.
When i get the speed tweak i don't really need XL unless i want to install SRM's/streaks. But i will install Streaks so XL becomes necessary.


This is a really powerfull tool to use when you end up close to your enemies and need to know which escape route to take.
It helps you come at your opponent from surprising angles and keeps you alive. Information about where your enemies are is the most usefull information you can have.
But keep in mind that it only works when you're standing still.

Oh yeah....Endo steel is much more important to lights than Ferro fibrous armor. Just wanted to make certain you knew that one.


Target info gathering is very usefull yes....but only if you stand still long enough to get all that info.
Remember that the longer you stay out of cover to make your shot the more chance someone will spot you.
-Gaining target lock
-looking at the enemy's damage (this also distracts you from seeing any enemies that spot you since your attention is in the corner of the screen.)
-targeting heavily damaged spots (this might take a surprising long amount of time if the enemy is at long range.)
-shooting (ER Large Lasers have a long burn time)
-get into cover.
All these actions take precious time.

I fire without gaining target lock. Minimise the risk and time everytime you are out of cover.

Try shooting for spots on the enemy that is bellowing out black smoke to get into their internals. A lone skirmishing sniper is support mostly about supporting your team.
You mostly help wear down the armor and create opportunities for your teammates to hit internals.

That's how i've experienced things so far at least. Others probably have different experiences. My advice is not faultless.
If it was faultless i would not have such a poor KDR.

Another indicator that my advice isn't perfect is that i have no idea about Cool Shot 9 and Artillery Strike since i have never used them.



I'm sure this is a very powerfull build for close range skirmishers. I especially liked his choice in getting 2 x DHS instead of AMS.
But if you want to snipe it's not nearly longranged enough.


If I'm providing sniping support I use the Ubiquitous Raven 3L 2xer large build. Spider's guns are mounted mid level and you give up 5 tons to the raven, Its much more suited to the punch them in the face and steal their lunch money approach as opposed to the raven which is slightly slower, not quite as nimble, and features high mounted, articulated gun mounts

#25 Veteran46

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Posted 01 March 2014 - 01:22 PM

Well I am seeing alot of mixed ideas(All good ones I might add) from close range mechs and snipers. However I love being close up in the fight, so I would end up going for a close range mech anyway. I do have my DHS now and I am saving for my XL 255. After that I can easily figure out what I want to do from there. Just dotn have the c bills even for a medium so I might as well finish out my light for the price of a medium you know? BUt I love all these ideas, youg uys have been really helpful in letting me know where i stand. I am glad that I am at least ont he right track by myself and I had a good idea of what I was doing before I posted my specs.

Also I know the flamer isnt powerful. I dont use ti to overheat a mech, as I mentioned it is only a blinding tool until I can get the free tonnage for a laser. I would much rather have the enemy blind and circling them, than have an extra laser and have them easily spot me you know?

#26 Spleenslitta

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Posted 01 March 2014 - 01:50 PM

View PostKhajja nar Jatargk, on 01 March 2014 - 09:59 AM, said:

If I'm providing sniping support I use the Ubiquitous Raven 3L 2xer large build. Spider's guns are mounted mid level and you give up 5 tons to the raven, Its much more suited to the punch them in the face and steal their lunch money approach as opposed to the raven which is slightly slower, not quite as nimble, and features high mounted, articulated gun mounts

This guy has a point. The Spider does have this problem. The Jenner and Raven do have higher mounted guns.
Gives them an edge with peeking over cover. But if you stay unpredictable that isn't too much of an issue.

#27 Fang01

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Posted 02 March 2014 - 01:19 AM

View PostVeteran46, on 01 March 2014 - 01:22 PM, said:

Well I am seeing alot of mixed ideas(All good ones I might add) from close range mechs and snipers. However I love being close up in the fight, so I would end up going for a close range mech anyway. I do have my DHS now and I am saving for my XL 255. After that I can easily figure out what I want to do from there. Just dotn have the c bills even for a medium so I might as well finish out my light for the price of a medium you know? BUt I love all these ideas, youg uys have been really helpful in letting me know where i stand. I am glad that I am at least ont he right track by myself and I had a good idea of what I was doing before I posted my specs.

Also I know the flamer isnt powerful. I dont use ti to overheat a mech, as I mentioned it is only a blinding tool until I can get the free tonnage for a laser. I would much rather have the enemy blind and circling them, than have an extra laser and have them easily spot me you know?


I have 600 drops in my 5D and a rising 2.01 Kdr (spent my first six months running it with 2 er ppcs, no ecm, and very little armor on a shitty old laptop...you can guess how that went) Can't go wrong with 3 MPL/ECM/XL255

#28 cleghorn6

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Posted 02 March 2014 - 01:48 AM

I would argue against the Seismic Sensor as a module in a light, unless you're going to be sniping. It only works when you're standing still and if you're driving a light mech properly, you're never standing still (at least not for long enough that a Seismic module is useful). There are many more options which are better.

#29 Ertur

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Posted 02 March 2014 - 09:11 PM

Seismic also works when you land from a jump. I almost always run it. It's good for a scout, more information is always good for a scout. Sensor range is ok, target info gathering is good. With a streak boat target decay is a must. 360 retention is a disappointment.

Rule number one for a light is never stop moving.
Rule number two is know when to ignore rule one. That's the tricky one.
Look around youtube or the forums for peefsmash's video on running lights. You can watch as he says "never stop moving," and then he shows you how and when to stop moving. It's about being aware of where the enemy is, and if they can see you. Don't stop where they can see you.

Be careful with DOT (damage over time) weapons like flamers and MG's since you can get pulled into staying somewhere when you should really just hit and run.

Always run DHS's and avoid going down on heat right in front of the enemy.

#30 Alaskan Nobody

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Posted 03 March 2014 - 11:48 AM

View PostErtur, on 02 March 2014 - 09:11 PM, said:

Rule number one for a light is never stop moving.
Rule number two is know when to ignore rule one. That's the tricky one.

There are exceptions to every rule, including and excluding this one. :P

#31 YT Shidy

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Posted 04 March 2014 - 01:21 AM

DHS, 3x Medium Pulse, ECM. ;)

#32 ShinVector

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Posted 04 March 2014 - 01:52 AM

My build for your reference.. This has been geared more for scouting.
http://mwo.smurfy-ne...69e5f62b81eae44

#33 Ruhkil

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Posted 08 March 2014 - 09:21 AM

I rarely pilot light mechs but i can tell you that the comments about never stop moving are very important. try to get another light mech buddy in each match sort of like wolves taking down a bison. go for mechs that have certain weapon loadouts like LRMS or gauss rifles the LRMS have a minimum range and the gauss rifle has a charge time. If you decide to use the PPC spider builds or something with a ER large laser dont line up with the rest of your team to take potshots at the enemy. i have seen that a few times where the light mech pilot thinks he is beneath the notice of the opposing team and just stands still in the open to poke an assault mech with a laser. it does not end well for him.

watch out for mechs you are attacking going into very confined areas like the garage in river city. DO NOT FOLLOW THEM IN THERE. your speed is useless in that part of the map and they are doing that so they can have a better chance of shooting you.

Edited by Ruhkil, 08 March 2014 - 05:32 PM.


#34 o0Marduk0o

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Posted 08 March 2014 - 09:45 AM

View Postcleghorn6, on 02 March 2014 - 01:48 AM, said:

I would argue against the Seismic Sensor as a module in a light, unless you're going to be sniping. It only works when you're standing still and if you're driving a light mech properly, you're never standing still (at least not for long enough that a Seismic module is useful). There are many more options which are better.

There is no single module which is better than Seismic Sensor. If you know how to drive a light mech, when to move and stop, you will gain information's which are unavailable to players without this module. You can scout enemy movement while they can't see you. You know what's happening around you even if you have no clear view because of obstacles.

But good to see that so many players opt-out on Seismic because they think it got nerfed into oblivion. It makes fighting them so much easier. ;)





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