Incentives for Pilots to Actually Pilot Light Mechs
Currently it is understood by most that there is little incentive if any to play a light or a medium mech over the heavier chassis. This post will concentrate mainly on the Light mechs as that is my experience level and I really have not had that much with the mediums. Lights have less armor than the heavier chassis and cannot take the beating of their heavier brethren. In the past it was not a big issue as Hit Reg and Lag Shields were enough to keep lights alive. That situation has changed greatly, and lights are now being nailed 500+ meters out especially with the range of the newer clan weapons. This has led to a migration of light pilots to the heavier chassis for obvious reasons.
There are currently 3 roles that a light can fill, that of scout, harasser and sniper. Currently the size of the maps makes scouting all but pointless. With the exception of Terra Therma at the outside, with 24 mechs on the field the enemy is spotted within the first minute of the map. Add to that the dorito chip will pop on top of any non ecm scout to make it near impossible for a non ECM mech to scout. Along with that, there is no quick way to relay scouting information to your team mates. Currently you have to stop moving type into the chat and then start moving again and pray no one saw you and is coming after you. To effectively be in the scout role you almost need ECM.
In the harasser role, most lights are decent, they can carry the firepower to indeed harass and be a pain if not dealt with. However therein lies part of the problem. Once a heavier mech is in pursuit, with the fixes to Hit Reg, Lag Shield and range, the harasser will almost always get in trouble. Currently for harassers to be viable they stick to hit and run tactics. If they stay in the same place to long it could be devastating to them. Another problem for harassers is the turn radius and speed of some of the heavier mechs, they can torso twist quickly enough to cause problems for any mech.
The sniper role is a good role for the light mech, however it works best with ECM. Once again whent eh dorito chip shows up you are targeted and quickly at that. Lights cannot stay still. However an ECM sniper can wreak havoc in the back lines of the enemy. However it falls to the same problem once they are spotted. Little armor and fixes hit reg and lag shielding.
The above is just a quick overview of the roles of lights and some of the problems we face. The question is, how to get people to play lights more frequently. Russ has already made a CC post about it yesterday that they are looking into this, and honestly it would be nice for him to post some of the ideas they are throwing about to fix it. Here are some of mine.
1. Future maps need to be much larger, currently you have 12v12 on 8v8 maps, (Forest Colony, River City, Caustic Valley…..) You can literally stand at the spawn point and shoot the other team at their spawn point in Forest Colony. This will allow mechs to actually be able to scout
2. Communication currently the relaying of information to the team is miniscule as a scout. To actually relay information you put yourself into harms way, with the way radar and the dorito work. Also to type any chat in, you will lose control of your mechs controls, which makes tying while you are actively evading impossible. In this day in age of computer gaming, relying on a text base communication is just flat out unacceptable. VOIP is very much needed or another way to relay information on the fly
3. Re-work the bonuses of the UAV for Light Pilots. Currently the implementation of UAV is sub optimal from a scouts point of view. We have to make a run into the enemy lines to get the UAV up, usually taking a good amount of damage doing it. Furthermore the UAV costs 40k C-bills and you NEVER can recoup the cost of that UAV. Bigger bonuses have to be given for scouts and UAV’s.
4. Some C-Bill incentive not just for playing a light in the que, but for actually performing. We have all seen light pilots score less than 50 points of damage and we have all seen pilots score 500+ damage. For a light to score 500+ points of damage they know what they are doing with the recent changes to the game (Hit Heg, HSR, Lag shield removal). I gauge a light by the 10 times your tonnage rule. If you do 10 times your tonnage in damage then the light did a great job. However there are times when I will do less than that, but I managed to pull 3 to 4 mechs to chase me, I go down in a blaze of glory to 4 mechs, while my 11 mech teammates roll the other 8. Yet I get nothing for doing that extra bit to ensure our victory. This also ties into number 2, I cannot easily tell my team that I have pulled 4 mechs off and to push without seriously jeopardizing my evasion.
5. Fall damage, this has got to go for lights. <Redacted as Russ has addressed this>
These are just some of the ideas that I have come up with. I very much would like to know what PGI has in mind for making lights more popular again. Currently we are a dying breed, which is a shame, as it brings in a different aspect to the game play.
Edited by Darian DelFord, 30 September 2014 - 09:01 AM.