

Light Pilot Input Needed!
#1
Posted 05 April 2016 - 09:22 AM
#2
Posted 05 April 2016 - 09:35 AM
#3
Posted 05 April 2016 - 09:42 AM
#4
Posted 05 April 2016 - 09:42 AM
- 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.
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.
Edited by TheCharlatan, 05 April 2016 - 09:44 AM.
#5
Posted 05 April 2016 - 09:44 AM
secondly, and just as important, please read this thread, not all of it, but the first page is required reading at the very minimum
http://mwomercs.com/...errated-locust/
#6
Posted 05 April 2016 - 10:22 AM
On the other hand, your presence can be like a mouse in the elephant cage. Just about every locust pilot has a story about running through the middle of an enemy formation and causing panic and mayhem. You definitely can't stop moving unless you have perfect cover and allies nearby, and you always need to be thinking three steps ahead of where you are in case you need to bail hard.
I would agree that Ravens are a better choice. The 2x and 4L are popular ERLL snipers, and the 4x works well for LPLs.
#7
Posted 05 April 2016 - 10:42 AM
#8
Posted 05 April 2016 - 10:47 AM
#9
Posted 05 April 2016 - 10:59 AM
TheCharlatan, on 05 April 2016 - 09:42 AM, said:
- 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.
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.
Great advice that I'm going to use as I'm a new light user since last week.
To the OP getting my feet wet with lights I was recommended the Jenners and while the Oxide is a nice ride with it's SRM4's... The others aren't great for me. I have a REAL hard time trying to get behind the enemy, poke them, and take back off. It's not that I'm over zealous, not really. I mean... When I shoot the first time if they don't see me I watch what they do. If they don't turn around real quick I'll go for another and that usually gets their attention. And even doing that, I typically don't have a hard time getting away. But it's just getting there in the first place that's a struggle and if I had to pin point one thing in particular I'd say it was a lack of ECM on the Jenners. I say that because I also have an Arctic Cheetah with ECM and I don't have NEAR the trouble not being spotted with the Arctic Cheetah. Not only that but I feel like I can take a ton more damage in the Cheetah which in return allows me to do a ton more damage. I struggle to get 300 damage with my Jenners - even a little bit with the SRM build. With the ACH it's the other way around. I don't think I got even 225 - 250 and I actually did 300 - 350 damage - and I've had much, MUCH better matches than that with the ACH. And that's all with the stock loadout of six small lasers.
Last night before I even engaged in a fight someone hit me with dual guass and knocked a shoulder off me which striped half my weapons and dropped my speed down to 103 kph. I figured I'd get my *** kicked after that. Instead I wound up with 3 kills and 301 damage. Granted the team did a fine job in that one, but I still managed to pull my weight even with nearly half my mech gone. I understand you like SRM's - and I do too after what I've been able to do with the Oxide... But I say do not overlook the ACH. If I had to do it over again I would have just gotten Arctic Cheetah's.
Edited by xTrident, 05 April 2016 - 11:02 AM.
#10
Posted 05 April 2016 - 11:02 AM
That said, if you want actual hard mode, forget the Raven and get yourself some Locusts. There is nothing in this game like going 165kph, knowing that you are already dead, ridiculously under tonned and gunned and finishing off your first Assault 'Mech. While sure, good Assault pilots will never "give" you their backs and when you get up to Tier 2/1 pilots have crack shot aim, if you look hard enough you will find stragglers. You will find open components. You WILL find that Dire Whale they left behind, looking sad and all alone, with a kick me sign on his back. That is yours.
#11
Posted 05 April 2016 - 11:09 AM
El Bandito, on 05 April 2016 - 10:47 AM, said:
UAVs can also be a great source of XP when you are leveling up a mech. This is especially true for lights that may not earn as much XP from damage/kill/assist/KMDD/solo kills/saviour kills ... if you can pop a UAV at the right time it will earn a lot of XP, it will show the enemy team and it will often cause your team to respond as a TEAM to the targets available which might just win the match.
#12
Posted 05 April 2016 - 11:16 AM
#13
Posted 05 April 2016 - 11:31 AM
#14
Posted 05 April 2016 - 02:57 PM
That said, in order of goodness:
- LCT-1E
- LCT-1V (only if you run it with LL/LPL cheese, otherwise this one drops to sixth place)
- LCT-PB
- LCT-3M
- LCT-1M
- LCT-3S
- LCT-3V
#15
Posted 05 April 2016 - 03:30 PM
#16
Posted 05 April 2016 - 03:41 PM
Your job is to play on the fringes. Spotting the other team, and rushing in only to take shots at Mechs that are already beaten up.
1 on 1 action against other lights is OK, so long as you have faith in your build / skill. 2 of them, and run away for help. Anything from a heavier class, should not be engaged with 9 times out of 10, unless (as previously stated) he's beaten up.
#18
Posted 05 April 2016 - 03:46 PM
As for Locust I like the PB.
#19
Posted 05 April 2016 - 03:58 PM
Also, agreed, Mist Lynx is ultimate light 'Mech hard mode. Slow for its tonnage, oversized for its tonnage, bad hardpoints, low mounts, too few full DHS, and locked equipment eating all your crits and tons. I'm pretty sure the best MLX pilots (which I am not one of) could drive a cardboard box armed with a super soaker and get results.
If you're really determined to get into lights and develop good habits with them, then your instincts are right- you should definitely start with the toughest, which means the 20-25 tonners. They absolutely will not forgive the stupidity people get away with in Cheetahs and Firestarters. You'll need a high pain tolerance, because you're going to die a lot at first, but once you climb the learning curve you'll feel like a million bucks. As a side bonus, you'll also be able to drop in almost any other light and pull your weight in it.
I say almost because the slow lights (Kitfox, Urbie, and Adder) require their own unique brand of crazy, and you should totally give at least one of them a whirl (preferably Urbie) as soon as possible after mastering those Lolcusts.
#20
Posted 05 April 2016 - 04:02 PM
Yeonne Greene, on 05 April 2016 - 02:57 PM, said:
That said, in order of goodness:
- LCT-1E
- LCT-1V (only if you run it with LL/LPL cheese, otherwise this one drops to sixth place)
- LCT-PB
- LCT-3M
- LCT-1M
- LCT-3S
- LCT-3V
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.
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