Trede, on 03 October 2014 - 01:48 PM, said:
Of course one mistake can spell death in a light. It REQUIRES more SKILL to pilot them. Period. You're speed/cover/ECM tanking, not armor tanking. Isn't that kind of the whole point? A well piloted light will kill an Atlas/Dire Whale 1v1 9 times out of 10. A poorly piloted light is a greasy smear on the battlefield.
You can kill a Daishi, though the Daishi being a position where that's possible is a screw up on his part.
An Atlas, unless it's running a something like a STD 300, will win out however. They can keep with a 350 which typically is what's ran.
Trede, on 03 October 2014 - 01:51 PM, said:
Show me the TW with ECM running 150+. They can't keep pace. In a lot of the recent tournament games I've watched, lights survive through the fight because they are using hit and run tactics...and they aren't as "big of a threat" (or, to be fair, target) as some of the other 'Mechs. Again, one mistake can mean death, but if they play their cards right lights can survive longer, meaning they have more time to deal damage.
Edit: Granted, TW's were not allowed in the aforementioned recent tournaments, as they are not currently available for c-bills...but they were outdamaging Summoners and Dire Wolves
RHOD Open Division Finals, Game 4:
FS9-E 397dmg
JR7-F(C) 331dm
SMN-PRIME 325dmg
(all three of these were alive at the end)
Straight line speed isn't what I'm talking about when they keep pace. That doesn't matter during a brawl. What matters in turn rate, which every mech but a Daishi can do.
ECM doesn't particularly matter even in solo play, but especially not at tournament level play.
RHoD open isn't 'high-level' tournament play. That was the point of it's creation. It's a place for new and/or up-and-coming units to dip their feet into the pool. What I'm saying still stands - a light outdamaging their bigger counterparts indicates that those bigger counterparts screwed up. That the inverse happens isn't proof of how good lights are.
Xarian, on 03 October 2014 - 02:24 PM, said:
As I've explained many, many times:
The matchmaker changes as people join matches.
This means that whatever category started out lowest - no matter how much lower - will very rapidly drop to be
very, very low. You could have the queue looking like 23%/25%/25%/27% - nearly perfectly distributed - and that will drop off to 1%/20%/20%/49% as soon as a group joins a match.
- The queue only shows who is waiting for a match - not who is currently playing.
That lights are just about always the lowest number indicates that less people are playing them, because there are less lights populating the queue to begin with.