Playing Lights Erodes Your Skill In Heavier Classes, And Vice Versa?
#1
Posted 10 August 2015 - 05:11 PM
After I play lights, my skill with heavies and assaults tend to suffer quite a bit. Those 2 classes require careful positioning and much less aggression. Sometimes, I even run to a hill and try to jump over it, only to realise that I have no jump jets.
Its even worse in my assaults after playing heavies, because heavies can poke and hunt relatively well within conservative limits, but assaults can't. Once you're in, you're in, there's no poking. No hunting. Everything you see either kills you, is killed, or runs away (for someone else to kill)
Strangely, the reverse actually makes my skill better. After playing with assaults, I appreciate my quicker movement in heavies better. After playing assault/heavies, I appreciate that I can run around, do whatever in my lights and get punished relatively little, as long as I keep up top speed.
#2
Posted 10 August 2015 - 05:21 PM
#3
Posted 10 August 2015 - 05:26 PM
Kinda of, but not to an extreme since my assaults are BLR's (and those more like heavies) or a king crab. And my only light is a locust. (Though my BJ1-1X is close enough) I takes me about a match or two to go from assault to Blackjack, but usually zero time to go from Blackjack to king crab (haven't done BLR's in a while).
#4
Posted 10 August 2015 - 05:26 PM
Only the reverse is true for me. Playing Mediums (not fat Lights like the Ice Ferret), Heavies, and Assaults, causes me to decay in Light piloting skills. Unfortunately, since the game is primarily played that way... well.. it is what it is.
Part of this is decision making (complacency from massive firepower vs actual armor)... the other part is precision in firepower with speed (gotta aim well to produce results).
Edited by Deathlike, 10 August 2015 - 05:28 PM.
#5
Posted 10 August 2015 - 05:35 PM
There's also useful skill transfer in the opposite direction: being able to predict enemy (and friendly!) movement which is an absolutely necessary skill for an assault driver is very useful to the light pilot, though not quite so essential as it's normally possible to retreat or disengage in a light.
What are very different are the play styles. Piloting a slower assault is much more like a game of chess than a traditional FPS game: being able to think ahead, predict enemy and friendly movement and choose the best time and place at which to apply your firepower and armour are essential skills for the assault pilot to learn. I'd tentatively say that assault piloting can be very unforgiving and can be very difficult to master.
Interesting topic
#6
Posted 10 August 2015 - 05:57 PM
#7
Posted 10 August 2015 - 06:03 PM
Yeah, my light piloting skills suck after playing other styles.
This happens more with heavier--> lights than lights---> heavier stuff transitions though.
So I usually start playing a light then sticking with a light the whole game time that day, or I go with medium and up mechs and stick with non-lights the whole day.
#8
Posted 10 August 2015 - 06:07 PM
2 steps forward etc etc
#9
Posted 10 August 2015 - 06:31 PM
#10
Posted 10 August 2015 - 06:35 PM
I think you're probably right. I'm always missing that speed once I move up to a slow heavy or assault.
#11
Posted 10 August 2015 - 06:36 PM
So it depends how often you play and how much you play of what.
#12
Posted 10 August 2015 - 08:38 PM
#13
Posted 10 August 2015 - 09:01 PM
I find I need a few matches to get the hang of the handling of whatever mech i'm in, unless they're old favourites I've developed muscle memory for.
#14
Posted 10 August 2015 - 09:02 PM
I need to learn to stay back and let my pugmates do the initial skirmishing, then reap profits from there.
#15
Posted 11 August 2015 - 12:12 AM
the error is actually trying to come up with a set of rules that work for any mech regardless of tonnage. different classes, even different chassis play completely differently and finding the right way to play a chassis is a real challenge. you might want to apply knowlege learned playing the dire wolf to the gargoyle, but you will be disapointed because the gargie is a fast assault mech with a mediums loadout. an example for light pilots might be locust vs firestarter, one is an adhd hit and run mech while the other is well armed and armored and can stand in for an atlas with the right person in the pilot seat. if you perfered the gargie over the whale, you would probibly be more happy with the locust than the firestarter. dispite the tonnage difference the cater to the same kind of gameplay.
#16
Posted 11 August 2015 - 04:43 PM
El Bandito, on 10 August 2015 - 09:02 PM, said:
I need to learn to stay back and let my pugmates do the initial skirmishing, then reap profits from there.
I think a lot of players are trying to do this. I have found myself in the same situation as you describe but hanging back just leads to a team that camps because a bunch of other players want the same thing, someone else to lead off and die while reaping rewards.
A PUG problem revealed.
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