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Clan Lights


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#1 cock a doodle do

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Posted 27 June 2014 - 09:56 AM

OK I haven't piloted any of the clan mechs ... but as an observer inside and out it appears that both lights, meds and heavies do roughly " roughly" the same speed around the 80/90 kph ball park. What sets the light / scout mechs apart from their heavier brethren ?

#2 Lostdragon

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Posted 27 June 2014 - 09:59 AM

The Kit Fox is the only Clan mech that can carry ECM, and it can do triple AMS. Other than that, the clan lights have to be played like IS mediums because they are slower than IS lights, but they can pack more firepower than IS lights.

#3 cock a doodle do

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Posted 27 June 2014 - 10:01 AM

Thanks ....
do they all get to carry ecm ....?

#4 Skiddlywibble

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Posted 27 June 2014 - 10:01 AM

The Kit Fox gets ECM and 3 AMS, which instantly makes it one of the best support 'mechs in the game. I guess the rest comes down to size: clan lights can pack the same firepower as an IS medium, so you're sort of trading armor for a lower profile and better handling.

View Post{LT-MOB-25} a doodle do, on 27 June 2014 - 10:01 AM, said:

Thanks ....
do they all get to carry ecm ....?


Just the fox, but the ECM arm can be mounted on all variants.

Edited by Skiddlywibble, 27 June 2014 - 10:02 AM.


#5 Mercules

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Posted 27 June 2014 - 10:05 AM

Lostdragon is not wrong.

They have enough firepower to smash IS lights or contribute against larger mechs. When I was running a Kitfox with 2 SSRM 6s and 2 SSRM 4s I could turn some IS light mechs orange across their body in one blast. Most of them ran after that.

#6 Mcgral18

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Posted 27 June 2014 - 10:16 AM

View PostMercules, on 27 June 2014 - 10:05 AM, said:

Lostdragon is not wrong.

They have enough firepower to smash IS lights or contribute against larger mechs. When I was running a Kitfox with 2 SSRM 6s and 2 SSRM 4s I could turn some IS light mechs orange across their body in one blast. Most of them ran after that.


Only bad part about that is the long cooldowns, and Streaks now only do 2.0 damage.

But that's still 40 damage, almost guaranteed to hit.

#7 Archon

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Posted 27 June 2014 - 10:17 AM

Heavier firewpower and in the case of the Kit-fox, triple AMS and ECM. That being said, the severe lack of armor on a light is a problem that only speed really rectifies. I think they should at least up the speed on the Adder.

#8 FupDup

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Posted 27 June 2014 - 10:20 AM

View PostLostdragon, on 27 June 2014 - 09:59 AM, said:

The Kit Fox is the only Clan mech that can carry ECM, and it can do triple AMS. Other than that, the clan lights have to be played like IS mediums because they are slower than IS lights, but they can pack more firepower than IS lights.

Playing a Clan light like an IS medium is actually a really bad idea, because IS mediums have way more armor, dramatically better hitboxes, and generally more firepower (or equal at the very least).

#9 Lostdragon

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Posted 27 June 2014 - 10:22 AM

View PostFupDup, on 27 June 2014 - 10:20 AM, said:

Playing a Clan light like an IS medium is actually a really bad idea, because IS mediums have way more armor, dramatically better hitboxes, and generally more firepower (or equal at the very least).


True, I guess "play them as fire support" is a better suggestion. They definitely don't play like most IS lights are played, though.

#10 Mercules

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Posted 27 June 2014 - 10:23 AM

View PostMcgral18, on 27 June 2014 - 10:16 AM, said:


Only bad part about that is the long cooldowns, and Streaks now only do 2.0 damage.

But that's still 40 damage, almost guaranteed to hit.


The cooldowns are rough. I was using it as a strike and fade mech, slipping in to deliver my punch then fading back. I've since switched to ECM, ERLL, and 2 SSRM 6s and that seems to work better and offers my team ECM support. I can hang back with the big boys and burn things or hop around a corner to slam some mech with 24 damage scattered around.

#11 CG Chicken Kn

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Posted 27 June 2014 - 10:26 AM

I have mastered out both my Kit foxes and Adders. And had a Jenner since founders. It took some getting used to, but I enjoy the clan lights. Just need to be played differently, with even higher situational awareness, since you do not have the speed to get out of major errors.

They can be run in a pack and be very effective though. The other day on Crimson straight we ran 3 Kits on a multi cap map, and did what lights do, just a little more carefully, Capped three bases, and swung around the flank to find stragglers. The first 4 mechs we caught trailing their group came apart at the seams in less than 15 seconds each.

A lot of times people will ignore my Adder in a furball, right until I shoot them a couple times and they are an inch from dead, and then it's too late. They are nasty little things that require a lot of attention to the situation. Very rewarding though.

With clan active probe and advanced sensor module you have the same 1200 meter spotting range as an ewar raven, so covering either forward of the group or looping the flanks within 300 ish meters and alerting them to incoming enemies is invaluable to success. And you are close enough to get back to safety..

#12 Lostdragon

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Posted 27 June 2014 - 10:28 AM

View PostMercules, on 27 June 2014 - 10:23 AM, said:


The cooldowns are rough. I was using it as a strike and fade mech, slipping in to deliver my punch then fading back. I've since switched to ECM, ERLL, and 2 SSRM 6s and that seems to work better and offers my team ECM support. I can hang back with the big boys and burn things or hop around a corner to slam some mech with 24 damage scattered around.


I run one with ECM, 2x ERLL, and an LRM10. I tried with a SSRM6 instead of the LRMs but I found that I was getting pummeled due to the face time needed to use the LLs. I switched to the LRM10 and I launch a wave of missiles then hope the target thinks the skies are about to be darkened with a huge number of CLRMs and seeks cover, then I can use the LLs with less return fire from my target.

#13 Mercules

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Posted 27 June 2014 - 10:40 AM

View PostLostdragon, on 27 June 2014 - 10:28 AM, said:

I run one with ECM, 2x ERLL, and an LRM10. I tried with a SSRM6 instead of the LRMs but I found that I was getting pummeled due to the face time needed to use the LLs. I switched to the LRM10 and I launch a wave of missiles then hope the target thinks the skies are about to be darkened with a huge number of CLRMs and seeks cover, then I can use the LLs with less return fire from my target.


Nice loadout. I wanted something to help be guard those slow Clan Assaults which often means chasing away other Lights. IS might outrun me, but they don't seem to want to come close and I can nick off pieces with the laser if they sit back.

#14 Tezcatli

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Posted 27 June 2014 - 10:40 AM

Interested in playing one. They run about the same speed as my Blackjack 1X. And I like to run from cover to cover. So I won't be relying on my armor.

#15 Vyrago

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Posted 27 June 2014 - 10:51 AM

Lore wise, the Clans rely less upon scouting than their IS counterparts. warfare between clans its usually considered dishonorable to hide from one's enemy. Generally, Clan lights are best used as skirmishers and preferable at longer/medium ranges. I've survived many fights in an Adder, simply because I was ignored. I can scan through targets, pick a cored enemy and hasten its demise. I'm very curious about the Kit Fox now.

#16 Sephlock

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Posted 27 June 2014 - 10:53 AM

View PostLostdragon, on 27 June 2014 - 09:59 AM, said:

The Kit Fox is the only Clan mech that can carry ECM, and it can do triple AMS. Other than that, the clan lights have to be played like IS mediums because they are slower than IS lights, but they can pack more firepower than IS lights.

View Post{LT-MOB-25} a doodle do, on 27 June 2014 - 10:01 AM, said:

Thanks ....
do they all get to carry ecm ....?

View PostSkiddlywibble, on 27 June 2014 - 10:01 AM, said:

The Kit Fox gets ECM and 3 AMS, which instantly makes it one of the best support 'mechs in the game. I guess the rest comes down to size: clan lights can pack the same firepower as an IS medium, so you're sort of trading armor for a lower profile and better handling.



Just the fox, but the ECM arm can be mounted on all variants.

Meanwhile the Adder sits alone in a corner, weeping softly.

#17 SilentWolff

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Posted 27 June 2014 - 11:00 AM

The Kitfox runs 106 with speed tweak, ECM, jump jets and can field 2 ER PPC or 3ER Large. It's best hanging back, giving it's team ECM, taking shots where it can and not being a target. It short, it's a bad assed little support mech that can snipe till the cows come home.

The Adder is best as a sniper as well. It's 2 energy hardpoints are very high in it's torso and it barely needs to peek over a hill to get it's shot. It's also a tough little ba$tard to kill if played correctly.





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