Lights, in general, do need a buff of some kind -- honestly that should be a buff to their role in game rather than making them more powerful. As it stands, there is really no role that a light mech fills that a heavier mech can't do as well.
Added to this, some of the nerfs that PGI have made have really injured lights.
Jump jets to inhibit pop tarting-- changed to affect heavy mech pop-tarting -- really hurt light mech maneuverability.
Fall damage to inhibit pop-tarting-- light mechs now get leg damage going down hills at speed if they hit a rock or bump
Increased laser duration to combat assault heavy laser boating -- light mechs are exposed for longer if they try to snipe
BAP increase - while stopping DDC an Helbringer invisibility walls -- made ECM lights nearly pointless.
With SSRM6 boats 1-shotting light mechs, no min distance clan LRMs, dual gauss/ppc rigs life for lights is hard.
And yes, the firestarter with 8 small pules lasers and its tight hitboxes is a kick-ass mech but nearly every other light requires lots of skill to reach even mediocre performance.
And here is the worst part, if you are in a light and start to get good, i.e. get a decent ELO, PGI expects you to be able to carry the team as well as someone with a decent ELO who is in a DWF or Timber.\
Should PGI implement knockdowns -- you will see the light population evaporate.
Pilotasso, on 21 December 2014 - 02:56 PM, said:
Lights are for support not for brawling. Too much time enjoying lagshield heh?
Trouble is that there is NO support role that a light could fill that a medium can't do just as well or better.
Edited by nehebkau, 22 December 2014 - 08:28 AM.