1. Enemy number/chassis is unknown.
When my whole team has about two Light 'mechs, I'm gonna think twice about rushing Theta. I don't know how many Lights the other side have, nor do I know how many of those are hunter-killers like Jenner 7D or Commando 2D. Maybe they have one of those evil Kintaros with five SSRMs! Why should I risk my neck for some futile effort? In those cases, I'm gonna just hit the nearest *flag* possible, then either take Theta if they're not watching, or flank far to either take their home flag or harass their rear.
Which also leads to the next reason:
2. My 'mech/loadout.
I put most Light builds into three major categories: Backstabber that carries a large amount of smaller energy weapons, Long-range Supporter that builds around a single large energy weapon, and Hunter-Killer who carries at least two SSRMs. The former two categories, especially the Long-range one, usually suffers greatly at close-range Light brawling. My Spider 5D with an ERPPC or my Locust with an ERLL would be way more useful if I stay not far from my lance to distract enemy foremen. Also, why would I go for their base, when my Jenner 7F or my Firestarter could take out the side torso of a Medium with one single Alpha from the rear?
3. Map
There are certain maps that are just not good for early capping. A prime example would be Gamma on Alpine. It is almost guaranteed that whichever side you spawn on, you're gonna make yourself more useful if you go for Sigma. You have a higher chance of spotting enemy movements, or finding someone busy shooting guns and leaving his/her butt exposed. Besides, it's gonna take way too long to take either side to get back to battle, during which your teammates may have already been mowed down by concentrated enemy fire. There're certain flags on other maps that are bad for Light rushes too. Capping Theta on Forest Colony takes an ECM and some serious steel balls, and Kappa on Caustic leaves little to no cover against LRMpocalypse. Not mentioning Theta on Therma where you have no f**king idea what's gonna happen next.
That's all I can think of for now. Still, capping is one of the major role for any Light, especially during late game. Knowing what to do when require some serious situation awareness.
Edited by Helmstif, 09 April 2014 - 04:05 AM.