Mekwarrior, on 19 July 2016 - 12:31 AM, said:
Light mechs such as the Jenners and fast mechs such as the Cicadas (and probably many others too) are just so extremely weak and easy to hit that they are almost useless except for perhaps an MC artillery/air strike spinner and then only from very long range but that isn't what I want to play Mechwarrior for.
In the scout role if you even see any enemies you get such heavy damage that you are not much use in the rest of the game.
Players of heavier mechs know that the lights are very weak indeed because they always target them first to get an easy kill.
I want a fast or light mech that is actually useful to play the game, not just launch MC strikes because it's too weak for anything else.
Please PGI do something to improve light mechs such as an armour upgrade and don't forget the Cicada which is supposed to be heavier but seems just as fragile.
I am talking about in General quick play gameplay.
I think I know how lights and fast mechs got nerfed so terribly. Lots of medium/heavy/assault players alt tab into the game a couple of minutes late or more after their team is out of sight and they run into 2 lights and they are destroyed after a while so they go on the forum and rage and complain, so they nerf lights so they can't even win in this situation.
You just need practice and some tips. Light mechs are probably the most difficult to perform with. I would say assaults are also difficult but for very different reasons.
First tip... When performing recon you may want to consider your mech carefully. ECM is a serious plus.
When you go and look for the enemy try to anticipate their likely location and DO NOT run headlong into it. Skirt around it and peak from a flank to reduce the chances of being spotted and if you are spotted you will also dramaticly reduce the amount of fire you will be exposed to.
General rules of light mech-fu
try to never ever stop
Alter your speed when evading laterally (if you are moving across a line of fire at a distance do not maintain a predictable speed and trajectory)
Never run straight away from anything. SERPENTINE! weave and change direction erraticly. Do not weave predictably.
When ever possible NEVER let them see you.If you are running towards a target and it's facing you then you are doing it wrong.
Learn when to commit and when to bug out. You should never stick to a course of action that looks like it has a low chance of success.
Practice practice again and then practice more. Light mechs rarely get to screw up more than twice a match. Once gets you torn to bits the next time get you dead.
Select weapons that reduce your "facetime" with a target. SRMs and pulse lasers are better for harassers since if you are making a high speed pass on a target you will need your weapons to discharge completely during the brief window of exposure.
Do NOT skyline your mech if you can help it. Hug the ground and use cover and speed.If you are running along a ridge line you can and will be seen. Being seen = being shot at.
And of course TIMING. You must learn timing and when it's best to do certain things.
Run straight to the enemy base on an assault match and the enemy mechs are still to close and will double back and defend quickly.
Choosing what to cap and when in conquest is a must. You should not be concerned with the closest cap to your dropzone. Instead you run right for the second closest cap. Let the slowpokes take the close one.
Waiting for the right time is something you will learn and it's very important to light mech pilots.
Edited by Lykaon, 21 July 2016 - 12:53 AM.