

Are Light Mechs Bringing You Down?
#1
Posted 06 December 2014 - 11:17 PM
Guest Speaker: Henious Atrocity,
Topic: Are light mechs getting you down?
Tired of light mechs running circles around and ripping you to shreds? and what if there are more than 1. There you are, just minding your own business raining death upon the enemy, in that BIG Atlas, and along comes 2 or 3 lights. and then your dead!
Well, I may not be the best out there at laying the smack down on light mechs, but i've learned a few things.
1 They are fast, you are not, when shooting at them, lead your cross by a good margin before you shoot.
2 always leave your mech equipped with short range fast recycling weapons. Use of SRMS and LBX 10 also work nicely. That missile boat you use might seem cool. but it has no weapons when those little buggers get near you.
3 Use your friends, as you are being circled, get them to shoot for you.
4 get your back to a wall. Its better than lots of rear armor. and it forces them to give you more shots at them.
5 your getting swarmed, but friends are near by, don't try to run away from all that combat, right str8 for your friends, as the lights chase you, they often line up for others to shoot with ease.
Not every strategy works every time, it depends on how the battle is going, and who is piloting the light mech.
#2
Posted 06 December 2014 - 11:18 PM
7. Shoot them.
#3
Posted 06 December 2014 - 11:40 PM
#4
Posted 06 December 2014 - 11:42 PM
#5
Posted 06 December 2014 - 11:43 PM
FupDup, on 06 December 2014 - 11:18 PM, said:
7. Shoot them.
8. Wub their legs.
9. Wub their face. (or other leg, if you don't want to farm damage on their small and easily spread hitboxes)
#6
Posted 07 December 2014 - 12:50 AM
#7
Posted 07 December 2014 - 01:19 AM
Mister D, on 06 December 2014 - 11:40 PM, said:
A million times this. SO tired of watching ravens/firestarters/jenners waltz through my entire team while everyone is shooting at them and then tap dance their way out with almost no damage
#8
Posted 07 December 2014 - 01:19 AM

#9
Posted 07 December 2014 - 02:59 AM
1. Most of them are Firestarters with broken hit boxes.
2. And this is really the important part - to do well in a light you actually need good situational awareness. That's why no sane light will charge even 2 enemy mechs, let alone the whole team. However, they do that when said team is distracted because nobody cares about a light when facing TWs on the other flank. Also in a light you can usually move in such a way as to block most enemies' lines of fire, which creates the illusion that the whole team's firepower is miraculously soaked by it.
Everyone on forums whines how they got owned by a light in their uber assault but in reality this doesn't happen that often at all and is super hard to pull off. As mentioned above big guns = dead light 90% of the time and most assaults tend to carry those.
#10
Posted 07 December 2014 - 03:27 AM
FupDup, on 06 December 2014 - 11:18 PM, said:
7. Shoot them.
It doesn't technically let you turn faster, you're actually forcing them to cover more ground to stay out of your sights.
If your mech is fully elited and you have your doubled basics it's literally impossible for a light to stay out of your sights when you do this, unless you've got a very low rated engine for your chassis and/or your variant has a negative turn rate quirk.
Going through the quirks list on smurfy, since the unnerfing of the Victor the only mech that currently has negative turn rate quirks is the Kitfox, and even then only on the S leg pods. The Kitfox is more than fast enough to compensate for that, even without any efficiencies unlocked.
#11
Posted 07 December 2014 - 04:01 AM
Equalizer, on 07 December 2014 - 02:59 AM, said:
I take mild offence at this

#12
Posted 07 December 2014 - 04:16 AM
The Wakelord, on 07 December 2014 - 04:01 AM, said:
I take mild offence at this

I'm sorry, didn't mean to offend anyone - was just sharing my experience for what it is. I have nearly all lights mastered and tend to mostly pilot lights but, despite the quirks, find it very hard to solo any assault that isn't a LRM boat. Of course, when I see a lone Dire, regardless of build, I will always go for it because it's a good trade off - even if I die, it usually takes a while and that's a lot of firepower entangled with me and not tearing apart my team.
#13
Posted 07 December 2014 - 04:56 AM
Lights are fast ... they keep turning and moving ... people have reaction times ... if they do not immediately see the light they start to turn to track it as soon as they do ... but with a mech doing 150kph at close range that is often too late. At best the targeting reticle might barely catch up with the light ... often it just gets close. Folks pull the trigger in desperation anyway and then wonder why they didn't do any damage. In addition, it is more challenging to turn the mech and keep the mouse moving at the same time ... so hitting a close, fast target consistently is also harder.
The end result is that light mechs can survive this type of situation. I saw it happen yesterday when a firestarter ran through a group of 6 mechs ... when I hit it then it took damage but because I was moving, it was moving and all my team mates were also moving and firing ... it took longer to kill than a heavier mech in the same situation ... because most of the time, most of us missed... or if we did hit it spread the damage everywhere.
The tips above for dealing with lights ... particularly backing up while turning ... turning the opposite direction from the way the ligth is circling .. and trying to get your back up against decent terrain are all great suggestions.
The best though is probably to stay with the group for support. A couple of days ago, I ran across a direwhale all on its own while I was in a stormcrow. Fired into its rear twice before it began to take notice. A team mate in another medium showed up and we finished it off. This would not be possible if they had stayed with the group.
#14
Posted 07 December 2014 - 05:08 AM
But hey, it depends on the light pilot...
sneeking, on 07 December 2014 - 04:31 AM, said:
Worst case scenario: bring a UAV and make sure they see you launch it. That'll ruin their day, because they know they have to leave the area so they can shoot it down safely.

Edited by Tarogato, 07 December 2014 - 05:14 AM.
#15
Posted 07 December 2014 - 05:10 AM
#16
Posted 07 December 2014 - 05:13 AM
* Use Art Strikes.
* Only let off shots you know will hit.
* Torso Twist.
* Jump to turn.
* Do not overheat.
#17
Posted 07 December 2014 - 06:00 AM
Onyxian, on 07 December 2014 - 01:19 AM, said:
A million times this. SO tired of watching ravens/firestarters/jenners waltz through my entire team while everyone is shooting at them and then tap dance their way out with almost no damage
Interesting fact is that when lights comes anywhere near main body when I play with my unit the lights insta-dies, but while pugging enemy lights can run around for ages without taking any significant damage. Maybe the hit detection isn't the same in the group queue...
#18
Posted 07 December 2014 - 06:38 AM
So, either the entire MWO community is full of people who decided to stop playing Light mechs because they are "just too powerful" and have gone on to play Heavy mechs as "hard mode," or the claims that Light mechs regularly ignore most damage and tear apart entire lances single-handedly are exaggerations.
Everyone remembers that "one time" a light mech ignored their AC20 hit. They forget the more frequent times where they kill or crippled a light easily, like swatting a fly. They also forget the times heavier mechs ignore their hits, too, which can happen - bad netcode favors fast, small targets, but it can happen to anyone.
Edited by oldradagast, 07 December 2014 - 06:38 AM.
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