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Light Pilot Input Needed!


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#21 3xnihilo

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Posted 05 April 2016 - 04:06 PM

View PostEl Bandito, on 05 April 2016 - 10:47 AM, said:

If you are not tight on C-Bills, then keep UAV consumable at hand, in every match. A well placed UAV above the enemy can be game deciding. Naturally, placing it in a position where it wont be shot down immediately, takes some time to learn.


The good thing about tier 4 (the OP's tier as well as mine) is that no one ever shoots UAV's down...unless you are under an enemy UAV and can't reach it yourself, then the Lrm's rain.

#22 Jolly Llama

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Posted 05 April 2016 - 04:11 PM

View PostTheCharlatan, on 05 April 2016 - 09:42 AM, said:

My tips for a light pilot:
  • Never stop. NEVER STOP. Also NEVER run straight.
  • Do not run off on your own until you know EXACTLY what you are doing.
  • Never accept a fair fight. If you don't have a huge advantage, go look for another target.
  • Do not over-commit. You don't have to kill everything you hit outright. You got on the rear of an assault? Alpha. Is he turning? Run. Force him to choose between wasting time searching for you or letting you hit his rear again. Once you get better you will be able to commit more, but remember: you are less dangerous if you're attacking an enemy that is aware of your presence.
  • Always try to keep in mind where your team is. If you can kite an enemy or two away from the fight, or even better into an ambush, do so.
  • Learn the maps, and the most common squad movements. Also learn the positions from where to attack various positions with minimal risk.
I do not suggest a Locust as your first light. It's REALLY hard to play it right, and you will die for every mistake you make, slowing down your learning.



There are many easier to use lights. I personally suggest the Raven, it's a solid mech (not too strong, not too shabby) that will teach you how to pilot lights.
If you really want to try a Locust, the 1E is the strongest.
I personally prefer the 1V, but i like being a PITA more than getting high damage numbers.


All good points. I prefer the spider 5d though. It is super sneaky.

#23 Y E O N N E

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Posted 05 April 2016 - 04:29 PM

View Post3xnihilo, on 05 April 2016 - 04:02 PM, said:

Yeah you pretty much nailed it. 3s can also be fun with 4 srm2 and an xl180 w/ 3.5t of ammo, but it is very situational. At least it is a nice change from straight energy builds though.


I run my LCT-3S with an XL180, 4xSRM2, 2.5 tons of ammo, and a small laser for that tiny bit of extra DPS.

#24 man du

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Posted 05 April 2016 - 05:46 PM

I like to switch my 1V build between 1LPL and 1MPL, 4xMGs, the latter being my favorite. You can't bill yourself as a crazy Locust pilot unless you run a crazy build.

#25 the punk who stole your thunder

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Posted 06 April 2016 - 01:32 AM

View PostTheCharlatan, on 05 April 2016 - 09:42 AM, said:

  • Never stop. NEVER STOP.


Have to disagree here - it should be: KNOW WHEN TO STOP.

Specially with the seismic sensore module you have to stop for a brief moment to let it work - this is most true for a knife-fighters like the 6Spl-1E.

And for the 1V with the accel and decel quirks it is possible to jiggle back and forth in front of people instead of trying the predictable "circle of death" - just have a feeling for the cooldown of the enemys weapons to get the right timing.

#26 TheCharlatan

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Posted 06 April 2016 - 01:40 AM

View PostLaggy Luke, on 06 April 2016 - 01:32 AM, said:


Have to disagree here - it should be: KNOW WHEN TO STOP.

Specially with the seismic sensore module you have to stop for a brief moment to let it work - this is most true for a knife-fighters like the 6Spl-1E.

And for the 1V with the accel and decel quirks it is possible to jiggle back and forth in front of people instead of trying the predictable "circle of death" - just have a feeling for the cooldown of the enemys weapons to get the right timing.


Well, of course there are some moments when you have to stop. But they should be very rare: i have lost count of the amount of times i have stopped in a place that i was sure was safe just to see my leg/ST blow up... and when i'm in a bigger mech, i love to see lights stop for a moment: Easy pickings.

#27 Tarogato

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Posted 06 April 2016 - 02:07 AM

View PostTheCharlatan, on 06 April 2016 - 01:40 AM, said:


Well, of course there are some moments when you have to stop. But they should be very rare: i have lost count of the amount of times i have stopped in a place that i was sure was safe just to see my leg/ST blow up... and when i'm in a bigger mech, i love to see lights stop for a moment: Easy pickings.


Most times you can juke people's aim by coming to a very brief but complete stop in open ground. Throws off their lead, and they they shoot as soon as you've started moving again. It's better than traveling at a constant velocity.

#28 Dino Might

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Posted 06 April 2016 - 02:25 AM

Lights are all about situational awareness. You move or don't depending on the circumstances. I am stationary half the game (at least) when I play my Locust. But it's always in cover or behind the enemy, when I'm sure nobody is looking at me. Seismic is the best module possible for a light. Get it, use it.

Your goal is 1 on 1 attacks against non-light mechs. Light duels, while fun, will wear you down fast and limit your contribution. The best thing you can do is wait for the enemy team to string out as they all run towards candy mountain or some other pointless non-objective and find the trailing Dire Wolf. Flank all the way behind him without being seen (use terrain masking), and then run right up his bum and let loose with your alpha, focusing either rear CT or one specific leg. Bail as soon as anyone else gets a bead on you. But if nobody comes to help the lone mech you are fighting, if it's slow like a Dire, you can stay in its rear arc, and it will never get a shot on you. If it has a high rated engine and twist quirks like a King Crab, you need to be a lot more careful, but it all comes down to practice with piloting - how close you need to be, when to move foward, backward, side to side, etc. You can successfully stay in a Thunderbolt/Ebon Jaguar's rear arc as well - heavies are fair game. But those take a bit more work.

Rule #1 as a Locust - don't be seen long enough for them to line up a kill shot.

#29 Troutmonkey

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Posted 06 April 2016 - 03:36 AM

As a fan of SRMs I'm also a fan of Jenners. As my second chassis I've played quite a few hours and while they're now contended for top spot, they're still up there.

Jenner-D: 4xML, 2xSRM2
Jenner-F: 6xML
Jenner-Oxide: 4xSRM4

The 8xSPL Firestarter-A is also still an excellent mech if you're into knife fighting

#30 Lupis Volk

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Posted 06 April 2016 - 04:39 AM

View PostDashia, on 05 April 2016 - 09:22 AM, said:

Mech bros. i need light advice. I currently run srm based Meds. but thought about trying my hand at lights since that is the last class I haven't tried. Was going to get a LCT to really die fast, teach me how to sneak and poke good. SO which LCT should i get and advice on light piloting is greatly appropriated.

I'd love to help you but...

View PostDisapirro, on 05 April 2016 - 09:35 AM, said:

First rule of light mech fight club is you don't talk about ligtht mech fight club.

I must uphold this unspoken law.

(what locust are you using?)

Edited by Lupis Volk, 06 April 2016 - 04:40 AM.


#31 TheNef

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Posted 06 April 2016 - 05:19 AM

Well I'm a spider fan .... since day dot so I'd say go try out a spider 5D with 3mpl. As I said I've been playing it forever and nearly always do well in it, all about picking the right time and poking and prodding the other heavies and assaults.

#32 MechWarrior5152251

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Posted 06 April 2016 - 05:23 AM

Play a light like you play COD.

#33 Fang01

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Posted 06 April 2016 - 05:45 AM

Take the trial locust, it's a good build and you'll build experience for free

#34 MechWarrior5152251

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Posted 06 April 2016 - 05:51 AM

View PostFang01, on 06 April 2016 - 05:45 AM, said:

Take the trial locust, it's a good build and you'll build experience for free

Buy the base locust and use the trial so you can still level it without buying double heat sinks.

#35 Mawai

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Posted 06 April 2016 - 09:55 AM

View PostTheCharlatan, on 06 April 2016 - 01:40 AM, said:


Well, of course there are some moments when you have to stop. But they should be very rare: i have lost count of the amount of times i have stopped in a place that i was sure was safe just to see my leg/ST blow up... and when i'm in a bigger mech, i love to see lights stop for a moment: Easy pickings.


Yep. You should almost NEVER stop. I remember one match when I was playing in my Jager watching a Jenner 500m from me maneuver behind a straggling assault. I waited for that moment when he stopped to fire into the rear of the assault ... then blew him away with two quick shots from my 4xAC5 into his rear armor. He never saw it coming.

One of the rules in a light is to remember that you are likely never safe.

As far as seismic goes, this is one reason I like jump jets. In the moment that you land, the seismic displays a quick report. By pulsing jump jets occasionally you can continue to move and still get a seismic update.

Edited by Mawai, 06 April 2016 - 09:56 AM.


#36 Beaching Betty

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Posted 06 April 2016 - 10:53 AM

Firestarter w 8 SPL

torso-twist like crazy to spread damage

use JJ for ight turn (space + A/D)

Aim for the leg if you want easy kill..

Idk. GG

#37 GreenHell

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Posted 06 April 2016 - 11:51 AM

Be me in Locust. 6SPL. I call her "Penny". She's ******* combat ready!
See Dire on Polar. Look around. Nobody for 800m... RapeFace.jpg
He never saw me. Free kill. Not a scratch on me.

Same mech, different map. ******* combat ready.
Two Atlas in the open area on Minning. Friends are on him while he backs up.
Jump down behind him. He backs all the way up into the wall, squishing me there.
Free back armor shots for days. Delicious Atlas rear armor. Kaboom.
Look over to Atlas 2. Not looking at me. Shooting friends. Round 2 here we go.
Hop in behind him. He does the exact. same. *******. thing. Never knew I was there.

Gawd I love you Penny. :D

#38 Y E O N N E

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Posted 07 April 2016 - 05:04 AM

View PostMechWarrior5152251, on 06 April 2016 - 05:23 AM, said:

Play a light like you play COD.


You play CoD by camping in a corner in hardcore mode with whatever the most recent fully automatic, one-shot-kill weapon is.

Ironically, that's something most players in pubs attempt to do anyway. It's the Lights that play differently.

#39 PyckenZot

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Posted 07 April 2016 - 05:12 AM

View PostDashia, on 05 April 2016 - 09:22 AM, said:

Mech bros. i need light advice. I currently run srm based Meds. but thought about trying my hand at lights since that is the last class I haven't tried. Was going to get a LCT to really die fast, teach me how to sneak and poke good. SO which LCT should i get and advice on light piloting is greatly appropriated.


The LCT is one of those mechs that negates the overall light theorem of not stopping. The accel/decel is such that you want to use it. Run behind cover, stop, turn and come out the same side in the time another mech would simply start to decel. Do the same with mechs' backs. But, never stop if the enemy has more than 1 fireline on you. Also, don't get tunnel vision. Engage one target, disengage and seek a new one. Go scouting. In essence, be unpredictable.

Variant-wise, go for the 1V. 1E is indeed stronger but more situational. The 1V with LPL will give you more range options and allows damage as if fielding a fast firing AC/10

#40 Rocket2Uranus

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Posted 07 April 2016 - 07:30 AM

1. Light Mechs with ECM = ninja mode
a. if you have ECM disable or put it to counter before getting close to enemies. once their radar gets jammed they know you are near.
b. mechs with seismic sensors will see u coming. always keep an eye on prey's movement and direction they are facing

2. Speed is your friend.
a. the faster you move, the better you can dodge.
b. look for areas with hills and obstacles where you can zig zag around to lose missle locks and enemy fire
c. you can engage fast and disengage fast

3. Lure them to your friends
a. some light mechs lack fire power. sometimes you will need to run away, instead of running away to the hills bring them back to your teammates. some people will chase you to their death. sometimes 2-3 mechs will chase you to their death. bringing back 2-3 mechs to your friends will not make killing the enemies easier, but also will make your teammates happy for bringing in easy kills.
b. once your teammates engage don't run away, turn around and take shots at the enemies you lured in. if your team has enough around and you took critical damage, feel free to fine safety.

4. Jump Jets
a. besides having speed, ability to get onto higher grounds this is perfect for spotting/scouting for your friends.
b. sometimes it will save you being able to just fly away from combat

5. Mech Mastery
a. getting that extra master 2x multiply will make you damage go from 100-200 per match to 300-500 a match.
b. this will give you a slight advantage over players who don't unlock their mech skill trees. and every little advantage stacks up in game.

6. Play around
a. just because people say one mech fits them well, doesn't mean it will fit you well. try out different light mechs and see which one fits your style.

7. Focus on one mech class to master it
a. switching around mech tonnage will do you no favor. master one weightclass. each weight class plays better as a certain role. focus on mastering light/medium or heavy/assault.

8. Spectate after you die
a. watch some other light mech who are alive in the game. you might learn a lot by watching what they do.

9. Tactics
a. not like heavies or assaults, light mechs and some medium mechs have the advantage of maneuverability. which means you can switch tactics on the fly. learn about flanking and sniping. learn about scouting and spotting. get yourself a seismic sensor and get upgraded UAV. Letting your teammates know where the enemies are (also cbill awards for spotting/uav adds up after countless matches) plays a huge role in how the battle will end.
b. learn how to set up UAVs so your enemies have hard time spotting it.
c. don't put UAVs up where the enemies can see it in front of them. Putting them up right above their heads or slightly behind where they are fighting will ensure they won't be able to spot it easily.

Light mechs can die easily. High damage weapons like AC20/Gauss/PPC are devastating. So keep on moving and keep your eye on the minimap. Know where to run to and where to hide. Only thing you got is speed and you need to think just as fast as you can move/shoot.

GOOD LUCK!!!

Edited by Rocket2Uranus, 07 April 2016 - 07:32 AM.






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