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Harder To Play: Assault Or Light


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#61 Sjorpha

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Posted 29 January 2015 - 01:05 PM

I'd say mediums are the hardest weight class to master.

Lights and assaults are so different I'm not sure how to compare. Assaults takes lots of skill to consistently avoid being in the wrong place without time to get to the right place, to manouver without exposing yourself to missiles or backstabbers. And so on. Lights are forgiving in the sense that it is easy to avoid enemies, but it gets tricky when it comes to combine that with a worthwhile damage output. Then you have all the different roles you can do within each weight class.

In any case, assault close range brawler in solo pug is pretty tough to do well with in the matches where your team doesn't want to brawl.

I think it's fair to say that the heavier you are, the more you have to play with your team. I've seen good lights beat 6 other players alone, never seen an assault do that I think.

Edited by Sjorpha, 29 January 2015 - 01:10 PM.


#62 Savage Sweets

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Posted 29 January 2015 - 02:06 PM

View PostSjorpha, on 29 January 2015 - 01:05 PM, said:

I'd say mediums are the hardest weight class to master.

It's my opinion and all, but I really don't understand how people find mediums the hardest to master.
I might just be too used to them, since at least 60% of my roster is medium; and I've played them the most in my MWO life.

View PostSjorpha, on 29 January 2015 - 01:05 PM, said:

In any case, assault close range brawler in solo pug is pretty tough to do well with in the matches where your team doesn't want to brawl.

Absolutely agree, especially when coupled with the fact that Assaults have exceptionally poor upper torso twisting and turning ability; thus making it much harder to spread damage and avoid being rung-around-the-rosey to death when your team refuses to know when to cease playing footsies.

View PostSjorpha, on 29 January 2015 - 01:05 PM, said:

I think it's fair to say that the heavier you are, the more you have to play with your team. I've seen good lights beat 6 other players alone, never seen an assault do that I think.

This, I find, is generally true. I've been in situations where a good, or at least annoying light has beaten out 4-5 dying mechs, simply bc they couldn't keep pace and failed to coordinate; thinking it would be an easy kill. Also doesn't help when some of your allies think your Centurion is a sniping platform, meant to chase 170kph, flying Spiders with ER LLs.

That all said, I find lights somewhat harder to play than assaults bc, as it has been said time & again, one mistake or moment of bad luck, and you are in deep or dead. And bad luck loves to hang over my shoulder; magnifying my mistakes ever more.

Then there are the times I play cautiously, and I end up making pennies on the C-Bill bc the system only noticeably rewards kills, high damage, and assists. Scouting? ECM? You might as well be doing charity.

Edited by Savage Sweets, 29 January 2015 - 02:07 PM.


#63 Burktross

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Posted 29 January 2015 - 02:12 PM

Get one shotted in a locust and tell me how hard your ECM atlas is.

View PostSavage Sweets, on 29 January 2015 - 02:06 PM, said:

It's my opinion and all, but I really don't understand how people find mediums the hardest to master.
I might just be too used to them, since at least 60% of my roster is medium; and I've played them the most in my MWO life.

Agreed. Mediums are the ideal beginner mech, how could they be hard?

#64 Impossible Wasabi

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Posted 29 January 2015 - 07:04 PM

As with most things in this game, it depends largely on the pilot.

Some things are harder playing assaults (less speed, less maneuverability, need to stay with the team more or have a strategy developed ahead of time) and others are harder playing lights (less TTK, less forgiving, have to understand when, where and how to attack depending on the engagement, requires target discipline and high levels of Institutional Awareness).

Edited by The True Space Pope, 29 January 2015 - 07:06 PM.


#65 ShinobiHunter

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Posted 29 January 2015 - 07:33 PM

When my FPS is running ok light mechs are fantastic. When it drops below ~20FPS Lights are basically useless and Assaults are better. Although I'm still horrid with Atlai, those are tought to pilot. I have a lot of respect for players that can do well in them.

#66 Cementi

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Posted 29 January 2015 - 09:40 PM

View PostBlueduck, on 06 September 2014 - 05:44 PM, said:

Any thoughts?

I know lights are in the minority now but that tends to be because they aren't as good of money earners (why earn 100k in a kitfox when I can earn 200 in a direwolf). That really doesn't mean one is harder to play than the other though.

I personally think assaults are harder and here is why. The razzle dazzle play of a light can be learned by tearing around the map enough. Some may be better than others true but do it enough and you will be semi-competent.

Assaults on the other hands require an understanding of every weapon system out there since you are so slow and will have to learn how to avoid all of the with positioning rather than speed. Playing an assault forces me to learn my exact profile, how I fit on map contours, and what are my exact limits on firepower.

Anyone agree or disagree or just have a completely different take?


This is very much up to the individual pilot. I routinely do more damage and earn more cbills in lights than I do in assaults. Everyone is different.

#67 Adiuvo

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Posted 29 January 2015 - 11:06 PM

While I would say that the learning curve is fairly steep on both, the issue comes with reward for time invested. The assault will, with an equal level of skill/time invested, be able to do more than the light. Lights have a higher skill ceiling, but in comparison to an assault they receive little for nearing it.

#68 Jon Gotham

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Posted 29 January 2015 - 11:08 PM

View PostJoseph Mallan, on 07 September 2014 - 06:31 AM, said:

For me its Lights. I am a stand and deliver death dealing Meat Shield. Though I understand the tactics needed to be a Light Pilot, I do not have the... personality type. I'm the Hulk not Drzzt Du'Urden.

I'm a Drizzt then:P Mobility,agility and flexibility is my mantra.
Solo queue has to be assault s harder, due to the lack of proper support and jellyspine team mates.
In group queue lights, because the guys you are messing with are much more likely to group alpha you and most likely will be more co ordinated at recieving you in any given combat.

I prefer anything that scores high on M.A.F though.

#69 Skarlock

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Posted 29 January 2015 - 11:33 PM

IMO it depends on the individual. Assaults emphasize decision making and positioning. The weakness of assaults is that whenever engaging faster opponents, they are essentially committed, as they can't simply disengage or re-position very easily due to slowness and in most cases, lack of jump jets. No easy retreat or escape options mean if you get isolated or overwhelmed by sheer numbers, you could very well be killed trivially. Lights emphasize piloting and gunnery skills. You can be almost any place on the map very quickly, with only a small portion of the enemy team able to run you down, and with good piloting it's possible to evade or escape even a faster light, unless you're the only one left on your team. Some individuals are naturally more adept at one set of skills than the other.

I play lights and assaults almost exclusively. I'm not fond of heavies or mediums. A medium to me is just a pale imitation of the speed and mobility of a light, with a scantly smaller number of guns and vastly bigger hitboxes. A heavy is just a weaker, but slightly faster version of an assault. Give me either big enough guns to crush anything in front of me, or the speed and agility to get behind them and core them out from the back. Anything less doesn't interest me too much.

#70 jaxjace

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Posted 29 January 2015 - 11:56 PM

Depends on how many cbills you want to throw at a chassis before its optimized and "easy to play", Both.

#71 Kahadras

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Posted 29 January 2015 - 11:59 PM

IMHO it entirely boils down to the individual player. I've personaly found assault mechs much harder to pilot than lights but I'm sure other people would say the exact opposite. Having said that I concider medium mechs to be the easiest class to master out of the 4 but I'd say that because the majority of the mechs in my garage are mediums (Cicada, Griffon, Wolverine, Centurion, Blackjack and Shadowhawk) and I use them in the majority of my games. I've therefore become more adapt at getting the best out of them.

Some people will prefer light mechs and do better in those. Others will prefer asssaults.

#72 Wesxander

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Posted 30 January 2015 - 09:09 AM

Something that has been said many times by vetean players and is true.

Both lights and assaults should be played by experienced players.

I have seen to many games were 2 lights try and go off and fight 4 to 6 of the enemy at once while the rest of the team is 1500 range away. This usually costs that team the win. A good team of swaming lights knows when they are outclassed and time to run for the team and lead squirrel chasers into a trap. Then the opposite can be said seen where both sides are bogged down, and one light will go out and distract the enemy hard to give his/her side the chance to core some the larger mechs. That's when their team will hunker down and refuse to take the free backshots and refuse to pay attention to the arrows on their hud indicating facings.
Seen where the new locust pilot dashes off to go find some enemy and score some kills only to be mowed down 45 seconds into the game. Pretty much a suicide maneuver to get free cbills I figure for account farming.

I have seen new player assaults that can't "snake wiggle" to climb a hill to save their souls. Then you get the new assault pilot who ends up facing down 2 of the last players on the other side both of who are badly shot up while his armor is fresh and can't dog fight the light and medium on him/her and easily gets cut down. Then you get new assault players in stalker F's that thinks they can brawl better than an atlas, all when they have an XL engine and the atlas pilot has the standard engine and 3 racks of srms.

Then you get some morons that try to tell a supporting assault type that it has to brawl or it's worthless to the team. The fact is there are some very good support assault types out there you should not force your play style tactics into a pug match. Rather bend with the group comp. If example if you got 8brawlers then you need a brawling mentality and adjust. If you got say 4 LRM mechs then you need good spotting and hold off brawling till the LRMS take their toll. IF you got 4 good snipers then you need to lure out the slow enemy mechs into a kill zone. Tactics in pugs is possible, but next to impossible if you have some new player who insists on running a light or an assault.

That is why if your new to the game and have less than 200 games in do not play an assault.
If you have less than 350 games in do not play a light.

Play a medium or heavy slot more forgiving to the team as you learn the game with instincts required to play the more specialized mechs.

#73 Aiden Skye

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Posted 30 January 2015 - 09:19 AM

I hate them both. I have no assault mechs in my Hangar. I find them to be big, expensive and slow focus fire magnets. An assault pilot has to be willing to deal with all that.

The lights I did like to run were spotter ravens and erPPC spiders. But those mechs are becoming a thing of the past as MWO moves closer and closer to being brawlwarrior online. If you're in a non brawler light / scout and you run into one of these cockroach Small / med pulse firestarters it's pretty much game over. So as far as lights go. It depends on the mech and the role. Small / med pulse firestarters (which is most of what you see today) is pretty much EZ mode. Other lights focused on spotting / scouting / ranged play can be a lot more challenging.

#74 Haji1096

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Posted 30 January 2015 - 10:38 AM

View PostStraylight, on 07 September 2014 - 02:01 PM, said:

I've come away from MANY scraps with Lights impressed by the other pilot; I've even been that Light pilot myself on occasion.


When I see another amazing light pilot, I always think: "The force is strong with that one."

#75 Keeshu

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Posted 30 January 2015 - 10:58 AM

Basically what a lot of other people said.

I'm going to come from a pugging perspective. (cause I don't have enough time, or consistant time to be able to get any meaningful groups going)

With my experience with mastering a couple lights, the Atlas, the Kit Fox, and watching other people playing Lights + assaults this is my view on them. Though do keep in mind, a lot of the time it depends on the individual mech.
Also, I think heavies are the easiest mechs to pilot in the game as they get the best of both worlds so they are never in a situation where they perform terribly (aka Jack of all trades). Mediums are are slightly harder, but that's only because they are just overall weaker versions (and sometimes faster, but sometimes they can be slower than heavies) of heavies in general (Stormcrow and other "top tier" mediums are exceptions to the rule).

Lights -
#1 Reflexes - Requires faster aiming, and knowing how to throw someone's aim off.
#2 Ability to switch up what type of gameplay you want to do immediately often - Lights do not have to worry as much about what the team is doing, or where the enemy is (but you still want to know a little bit, need to avoid getting 1 shotted by going around corners). However, lights need to learn how to switch to different jobs quickly. Whether it's scouting for your team so they know where to go (or LRMers to shoot), Assassinating someone out of position (Lights often search for weakened mechs to finish them off or at least disarm), Protecting that one assault that the rest of the team ditched so he can get back to the rest of the team, or just making the enemy team chase the "squirrel" (you), or just preventing other lights from doing their job, you have to be able to be able to keep these things in mind so you can swap to the appropriate task at the right time.
#3 Avoid standing still as much as possible. You never know when someone might be out of position looking to snipe you and you don't know it. I cannot tell you how many lights I've 1 shotted or legged just because they were standing on a point, or because they were using large lasers to poke at some of my teammates (though sometimes they try to do that with short range weapons too, Surprise, that person isn't alone!).

Assaults -
#1 Tactical Thinking - Requires more radar memorization of both the enemy AND allies more than any other mech. This is because you are going to have to react to what will happen long before it actually happens.
#2 Teamwork is required - You can dish out damage, and take it, but without a team to support you, it'll all be wasted. Knowing when to be the one to lead a push forward, or one to be a guardian to stop anyone that tries to bumrush, or to start moving before the rest of the team moves is something you need to keep in mind.
#3 Learn to use your shield arms, quite a few of the assaults have arms that are good for shielding, however, unlike mediums and heavies, they take a few seconds to turn, so you have to do this before the enemy shoots.
#4 Learn to use your weapons at the appropriate times, as many Assaults have more than 1 weapon system. Due to the increase of weapons, you'll generally have to be more careful with your heat as well.


Though, each one has a major flaw that keeps me away from them because they make those weight classes feel luck based:
Lights - All it takes is one good alpha to destroy you (and Clan Streak SRM 4s or 6s boats are your worst nightmare since you probably will not be able to outrange them as chances are you will be using Medium lasers or SRMs and they can just 1 shot you). Situational awareness can greatly reduce this risk of this happening, but there is no way to 100% prevent it from happening.
Assaults - You are most likely going to be left in the dust when your team goes forwards. Chances are you will never be able to catch up, so you will get killed because of this and there's nothing you can do about it. Chatting with your teammates is the only way to have any hope of stopping this. However, there are times where it's better for the team to leave you for dead, than to go into a terrible position to protect you.


So yeah, 2 different skillsets. Whichever one is harder, depends on where your skills as a player lies.
As for which one is harder for me, depends on what kind of mindset I go into the game with. Afterall, playing a MWO light feels like a completely different game compared to playing MWO with an Assault, which feels nothing like playing a Medium/heavy to me (but mediums and heavies feel very similar to me). The slow lights, are yet another thing that feels nothing like the 3 other styles of gameplay as well, as you're basically an escort/low threat level target that can wreak havoc if ignored.
I will say though, Kit Fox is one of the hardest mechs I've played, and it took me the longest time out of any mech to get used to playing it well though. Aggressive support is such a strange gameplay style.

Best performance I've seen an Adder do is in Canyon Network. Running the dual PPC setup. he got 1089 damage with 5 kills (all at the very end), and not a single player on either team got even half of that damage. He was almost untouched by damage outside of my ER large lasers on my kit fox touching him every now and then, but he kept hiding too quickly for the lasers to do even half of the duration (and I got distracted by other enemies with larger alphas).

Edited by Keeshu, 30 January 2015 - 11:12 AM.


#76 mogs01gt

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Posted 30 January 2015 - 11:10 AM

View PostBlueduck, on 06 September 2014 - 05:44 PM, said:

Any thoughts?
I know lights are in the minority now but that tends to be because they aren't as good of money earners (why earn 100k in a kitfox when I can earn 200 in a direwolf). That really doesn't mean one is harder to play than the other though.
I personally think assaults are harder and here is why. The razzle dazzle play of a light can be learned by tearing around the map enough. Some may be better than others true but do it enough and you will be semi-competent.
Assaults on the other hands require an understanding of every weapon system out there since you are so slow and will have to learn how to avoid all of the with positioning rather than speed. Playing an assault forces me to learn my exact profile, how I fit on map contours, and what are my exact limits on firepower.
Anyone agree or disagree or just have a completely different take?

I agree. When you are teamed with bad assault pilots or an assault with a bad build, you really feel the different in game play. If you have a good or bad light, it doesnt matter really. Each one is an alpha away from getting their leg or ST blown off.

View PostBurktross, on 29 January 2015 - 02:12 PM, said:

Agreed. Mediums are the ideal beginner mech, how could they be hard?

That is highly inaccurate. Mediums are horrible beginner mechs since they are the least Cbill efficient. Best newb mechs are heavies.

Edited by mogs01gt, 30 January 2015 - 11:14 AM.


#77 Dramastorm

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Posted 30 January 2015 - 12:02 PM

I'de say that its very mech dependant, regardless of weightclass. Personally I feel that lights are more user friendly at the start but harder to excell at later(fast moving,land contours makes aim harder) where as an assualt is not so user friendly at the start but easier to excell at later(slow moving makes aim easier imo) I like them both for thier particular talents but overall I couldnt say one or the other is easier....just different type of skills for the two types

#78 Y E O N N E

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Posted 30 January 2015 - 12:26 PM

I think it is highly dependent on specific chassis. An Atlas, I would say, is a lot harder to do well in than a Battlemaster. Battlemasters are (relatively) fast, agile, extremely well-armed, and have some decent hit-boxes to shield with. As somebody who drives Lights more than any other weight class, it is the only Assault I can pilot with any consistency. An Atlas? Stalker? I am positively dreadful with those.

It's a similar story for Lights, though I think the weight limits make them more homogeneous in play methods than Assaults. All lasers all the time, with a few exceptions that have missiles. But it's fairly easy to get consistently decent in something like a Jenner, Firestarter, Raven, or Spider. Commandos and Locusts? The light weight on one and the lack of punch on the other makes them both play a bit more sneaky-like, and punishes failure to read a situation about as hard as the large size and close-range tendencies of the Atlas do.

In a 1-on-1 fight, though, I think I'd give the benefit of the doubt to the Assault. The Light can spend 5 minutes tangling with an Assault and still lose in one solid shot.


View Postmogs01gt, on 30 January 2015 - 11:10 AM, said:

I agree. When you are teamed with bad assault pilots or an assault with a bad build, you really feel the different in game play. If you have a good or bad light, it doesnt matter really. Each one is an alpha away from getting their leg or ST blown off.


I can't tell you how many times I've seen a team (friend or enemy) lose because its Lights were busy doing something other than back-coring the enemy's bigs or preventing the enemy's Lights from doing the same. The effects might not be as obvious as a tonnage mismatch, but a decent set of Lights can really turn the tide if they become a big enough pain in the butt to draw focus.

#79 jper4

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Posted 30 January 2015 - 01:13 PM

i'm ok with lights and horrible at assaults so i'll say assaults. that being said i prefer mediums :)

#80 Kahadras

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Posted 30 January 2015 - 01:27 PM

Quote

That is highly inaccurate. Mediums are horrible beginner mechs since they are the least Cbill efficient. Best newb mechs are heavies.


Having started MWO playing Light mechs I'd say that they are the best for newbies to play. They are forgiving of any mistakes made while maneuvering as they can quickly get you out of trouble you get yourself into. On top of this even if you die early on you are not going to cause tha much of a problem to you team mates. If a light runs off and gets shot up without doing much damage then its a mild annoyance. If one of your assault pilots runs off and gets shot up without doing any damage it can be gg.

If I was to advise about where to start I would say play lights. Get used to how to maneuver/fight your mech then move on to heavier classes where you are going to be expected to pull your weight.





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