I'm reasonably certain I've seen 2% or even 1% playing lights.
The painful reality is that they are nearly useless in this game. Why?
1) Game rewards damage dealt too heavily, which thus strongly encourages players to play huge mechs with lots of guns.
2) Pinpoint damage punishes anything with less armor, such as lights
3) Lights require not only a lot of skill to play, but a solid computer and internet connection because of their speed. Oh, and good reflexes, which tends to rule out older players.
What can be done about it?
1) Increase rewards for capping. The rewards on Conquest for capping are pathetic and there's no additional reward for "flipping" enemy cap points back, capping lots of points, etc. Nope... the light mech that runs all over the map and caps 5 points gets about the same - if not THE same - cap bonus as the Assault mech who happens to stand in 1 square for a few moments in the match. That's just poor mission design and discourages capping.
2) Lights should have lots of modules / consumable slots, and perhaps limit strikes to them: What if Lights could carry 2 strikes, Mediums 1, and nothing higher could carry any? It would be an artificial limitation, sure, but it would offer Lights (and Mediums) something special to do.
3) Seismic Sensors should be great on lighter mechs: The lighter the mech, the higher the speed it should be able to move and still get data on Seismic. Similarly, the lighter the mech, the less it should show up on Seismic. So, if a light mech could cruise around at 70 kph and still get full data, while an assault mech would have to be standing still, that would give lights another scouting tool unique to them.
4) Don't overdo falling damage on lighter mechs: Honestly, it seems that they can practically fall apart if they go off a cliff. I understand the desire to increase falling damage to discourage pop-tarts, but it punishes lights for scouting, and who ever heard of a scary light mech pop-tart, anyway?
Just some ideas...
Edited by oldradagast, 04 July 2014 - 10:05 AM.