A Good Is Light That Goes Well In A Drop Deck?
#1
Posted 29 July 2016 - 05:53 AM
So I figured I'll take advantage of the sale of lights to pick up a chassi for some cheap cbills that will work well in just faction play.
I'm not much of an light pilot unless you count urbanmechs (which I play as fast mediums). I also have the Spider which is great fun just to run around in but I'm unable to get any good results in.
So I need some valued advice on what to get.
On caveat, though. Am suffering from a lack of mechbays at the moment which I doubt will remedy itself in the near future, so unfortunately I can only fit 2 lights. Which will prevent me from eliting them.
So if the mech work well only basiced it would be perfect.
Possibly, because of this I might be interested and getting 2 different mechs to try out.
So what should I put in my drop deck. Ravens, Firestarters, Commandos (which have the best engine sound in the game) or all of the above?
#2
Posted 29 July 2016 - 06:11 AM
Do you drop with people with whom you can plan decks or is it Pugs.
If its a unit, consider a spotting Raven 3L.
If its Pugs the firestarter may be the better choice as a general attack mech.
The Commando is still terribad AFAIK.
#3
Posted 29 July 2016 - 06:17 AM
You can go locust to free tonnage for your other 3 mechs (allowing to take 65-75 ton heavies or go for an assault + heavies)
1E for close combat trolling
1V for range harassing
If you chip in money go for the pirates' bane, it's worth it.
You can go raven (3L, 2X, 4X) for longrange or midrange (i personally would recommend the 2X for midrange, 2LL+2ML+2DHS+XL255, that's what i am running with a solid mix of punch, mobility and hardpointlocation)
If you do not own any radar deprivation modules go for the 3L with ecm.
Oxide is still valid simply because of the damage output. the other jenners don't have an advantage over other lights and share the same fate of the firestarter (too big hitboxes for a light).
Wolfhounds and panthers are rather slow but pack a better punch, just play them like you would play a medium and you should get good results.
If you want to load a woulfhound with lots of small or medium lasers to free tonnage for a faster XL, you're still better of with firestarters in my opinion.
Since you will earn at least one mechbay soon, hold on to the 2 variants you will buy. Getting the elite skill is almost a must for lights.
If you think you will not get the mechbay anytime soon, consider buying a variant you do not favor, level it to basic level and sell it. then get 2 variants you do favor and unlock the elite skills with both. you will not have access to the master module slot but that is not as important then having the elite and double basic skills. Although,
You will have to rebuy that mech later on to unlock master skills (or elite 1 other mech of the same weightclass).
Edited by Toha Heavy Industries, 29 July 2016 - 06:32 AM.
#4
Posted 29 July 2016 - 09:03 AM
I thought the Panter and the Wolfhound were mechs that were borderline terribad too?
#5
Posted 29 July 2016 - 09:11 AM
I have it on some good sources that the Spider 5K is still decent, if slightly more pokey now. The quirks on it are still insane, and if a mech has important components opened up, you can still crit seek very quickly, perhaps even quickly enough to compensate for the rescale.
Locust is stills seeing play, even with the unnecessary nerf. In the end, people still can't aim very well. Clan weapons have long duration if you're in FW against them, so there's that as well.
Firestarter does enjoy short duration, good speed, and jumpjets. I haven't seen as much of it during the rescale, but it doesn't seem hit nearly as bad as the Jenner.
Those are the ones I would grab. Now if only my desktop hadn't died at a bad time
#6
Posted 29 July 2016 - 09:21 AM
its all you have most of times =)
and never stop, never run straight, just run and run and run, then you can have fun in trollmando's but they surely arent the best or easiest lights to play.
#7
Posted 29 July 2016 - 09:27 AM
Alienized, on 29 July 2016 - 09:21 AM, said:
its all you have most of times =)
and never stop, never run straight, just run and run and run, then you can have fun in trollmando's but they surely arent the best or easiest lights to play.
You can do 500+ damage in a Phoenix Hawk, but that doesn't make it good.
#8
Posted 29 July 2016 - 09:31 AM
Aerei, on 29 July 2016 - 09:27 AM, said:
You can do 500+ damage in a Phoenix Hawk, but that doesn't make it good.
do i have to quote myself now just so you read again what i wrote? okay then...
Alienized, on 29 July 2016 - 09:21 AM, said:
then you can have fun in trollmando's but they surely arent the best or easiest lights to play.
does that make it more clear for you? in a well working team a commando is a nice distraction mech. useful stuff.
#9
Posted 29 July 2016 - 09:45 AM
Chryckan, on 29 July 2016 - 05:53 AM, said:
I'm not much of an light pilot unless you count urbanmechs (which I play as fast mediums). I also have the Spider which is great fun just to run around in but I'm unable to get any good results in.
Now I'll even add something to this. This is someone that isn't much of a light pilot--read, not a lot of experience. He wants a good mech for faction war, not a trolltastic one or whatever you're going on about. Also, is a mech chassis that's not easy to use really a good idea for someone inexperienced with lights?
Just think on that.
#10
Posted 29 July 2016 - 09:50 AM
Aerei, on 29 July 2016 - 09:45 AM, said:
Now I'll even add something to this. This is someone that isn't much of a light pilot--read, not a lot of experience. He wants a good mech for faction war, not a trolltastic one or whatever you're going on about. Also, is a mech chassis that's not easy to use really a good idea for someone inexperienced with lights?
Just think on that.
commandos are good enough. i said how to play it. then they work good enough.
unexperienced players will never have a easy time in any light at all.
it doesnt matter what light. if he doesnt try them out and learns it none of the current lights are good.
you can pick whatever you want, it is like that.
locust is the only viable choice because its too small.
the only advice you can give someone who looks for a *good* light is how to play in them overall. not a specific chassis.
#11
Posted 29 July 2016 - 12:08 PM
But I'm leaning towards the Raven, mostly because it is such an Iconic mech. Plus it's apparently above average if I understand things right.
#12
Posted 29 July 2016 - 12:42 PM
#13
Posted 29 July 2016 - 12:51 PM
Chryckan, on 29 July 2016 - 12:08 PM, said:
But I'm leaning towards the Raven, mostly because it is such an Iconic mech. Plus it's apparently above average if I understand things right.
It's because noone takes that trial serious, there are probably 11 other, more dangerous targets on the field.
#14
Posted 29 July 2016 - 12:54 PM
Chryckan, on 29 July 2016 - 12:08 PM, said:
But I'm leaning towards the Raven, mostly because it is such an Iconic mech. Plus it's apparently above average if I understand things right.
thats only because ECM and 2 er large lasers work everywhere. and its mainly the ECM why it works very well.
#15
Posted 29 July 2016 - 01:08 PM
Alienized, on 29 July 2016 - 12:54 PM, said:
thats only because ECM and 2 er large lasers work everywhere. and its mainly the ECM why it works very well.
Not really, once i forgot the ecm on my 2D, i played it like i still had it on me, standing in the open expecting not to be seen.
Took me several matches to notice the missing ECM.
Virtually no difference, enemy team just didn't took me serious when other targets were around.
#16
Posted 29 July 2016 - 01:10 PM
Toha Heavy Industries, on 29 July 2016 - 01:08 PM, said:
Not really, once i forgot the ecm on my 2D, i played it like i still had it on me, standing in the open expecting not to be seen.
Took me several matches to notice the missing ECM.
Virtually no difference, enemy team just didn't took me serious when other targets were around.
did you have range weaponry on it?
#18
Posted 29 July 2016 - 01:19 PM
Toha Heavy Industries, on 29 July 2016 - 01:13 PM, said:
nope, literally standing in the middle of it, providing (no) ECM cover.
and thats the reason. ECM on commando is only helping on the move to the enemy. if you are near one they know that you are here through ECM.
why ECM on trollmandos is not necessary.
#19
Posted 29 July 2016 - 01:26 PM
Chryckan, on 29 July 2016 - 09:03 AM, said:
I thought the Panter and the Wolfhound were mechs that were borderline terribad too?
A spotting Raven is, quite simply, pretty much the stock 3L. It acts as a spotter for the team, marking targets and generally staying out of everyone else's way. It's an ok style of play, but not terrific, mainly because the mechs that benefit most from that sort of player (Mainly LRM boats like Catapults and Mad Dogs) just aren't being used right now.
As for your second point, it mostly depends on how you play them. Both are better adapted for longer ranged combat styles, with the Panther 10K being one of the few mechs to be able to make PPCs into a worthwhile weapon and the Wolfhound being a rather good long range buttstabber with ERLLs. You have to play them like long range mediums, either staying close to your teammate near the rear lines or running off behind the enemy team's rear line and poking them from behind at long range.
#20
Posted 29 July 2016 - 04:54 PM
It has multitude of load outs ranging form 2 ERLL sniper to 3 MPL "Knife Fighter".
There are some in between builds with 1 LL/LPL +2 ML, all with ECM and Jump Jets.
Simply stated, it's a more flexible Raven 3L.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users