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Target disengagement appears to be key to the Lights. I notice you guys rarely take more than a shot, occasionally two and before the smoke clears you guys are already hitting the next target.
A light mech have firepower but it has no armor. Hence it can't trade damage with it's ennemy. So you'll shoot at targets already engaged and focussed on your teammates. Or, if you harass an non-engaged target, you strike fast and disapear. And come back later, eventually.
The key is you don't want to be a target, and if you have to, don't be the only target, and don't be the easiest one.
Speaking about the Oxide in particular, constantly engaging and disengaging is the core of how it's piloted. Its weaponry allows you for an instant alpha-strike, you don't need any time on target. So you can strike, dodge, strike again, disengage, manoeuvre around the building and strike again from the back, etc.
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I'll save my Locust for later, seems a lot more advanced
Definitely more advanced, since it allows no mistake. But no mech feels like the Locust, this is a great mech.
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the Jenner from what I have read says "plays more like a lightweight medium than a true Light"
The Jenner certainly plays like a true light. It's actually less tanky than some other mech from the same category (such as the Firestarter or the Spider) so it must be piloted with care. Most builds rely on poking and mid-range harassment, precisely because they can't really handle a full brawl (at the exception of the Oxide).
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Don't think that. Lights are powerful and lights kill a lot. It's not like what I understood of World of Tank, where the lighter tanks are "low tier". In MWO a light mech can be a real killing machine and is not to be underestimated.
Edited by epikt, 14 December 2015 - 01:16 PM.