Tarys, on 30 August 2014 - 07:18 AM, said:
thanks so far for your answers but is it really possible for a light pilot (at least in most matches) to carry his team to victory by his own? often enough before i can flank an enemy a lot of my team is dead or i run into a bulk of enemies while trying to scout/harass someone (i really have luck with this). not to mention that my Huginn has little use on open maps with little to none cover.
as well i have the problem that i often cant kill targets fast enough meaning they get help (often lrm raining time) and i either have to try to get away (possible but most times it means i take a lot of damage; mostly going for my legs) or die while trying to take down my target.
Honestly, I think that if you're going to leave the main group you should be pretty confident that you're going to wreak massive havoc to the enemy before your team is obliterated. Leaving the team means they're down 1 player if they clash against the full enemy team, thus leaving your team can mean that YOU gave the numerical advantage to the enemy. There are of course several cases in which it can be a good thing to go solo, including getting to excellent sniping positions in an ECM sniper light, NARCing for LRM boats etc, but for example flanking fresh enemies early on with short range weapons is typically not one of them.
I currently have 2.13 W/L and 2.79 K/D in a 5ML Locust 1E I have only soloed with, so obviously it can be done. I stick with my team, typically running between each side of the main force trying to peek for enemies, lock target, get a shot in, run away to the other side and repeat from a new spot.
Stay so close to your own team that if someone decides to chase you, you can run to your team and the chaser will have something more lucrative to shoot at, while you can start shooting right back after you aren't their priority target any more. You stay alive longer, and you keep your team alive longer by shooting at targets that are most likely to kill them. Keeping your team and yourself alive longer greatly increases your chances of winning matches.
The only worthwhile builds I can think of for Huginn are too short ranged to be really all-around useful. You will want to have several MLs or a couple ERLLs to do well in every situation in a light, and you can't have any on a Huginn. Personally, the only way I could get Huginn over 1.00 ratios was by using LRMs, and those were the most boring builds to play I tried. Sorry, but it isn't that great a mech.
You will want to have full elite efficiencies. You will want to have either ECM or Radar Deprivation. You will want to have an Arti/Air Strike. Bringing an UAV will often help your team make informed decisions even if they don't have LRMs. Target Info Gathering is nice to have so you can quickly identify target weak points and take out wounded enemies as fast as possible. Seismic is nice to have even though you have to stop to see if there are enemies behind corners.