Robinhood78, on 12 March 2017 - 09:38 AM, said:
The one and only reason I can see for not locking is if you do somehow manage to get around the enemy and are making for a backstab you don't want to alert your target on the good chance he has radar dep and knows what that little chirp means. Otherwise, always lock.
I'm the guy who made the video that was shown. Let me give some perspective.
I play NA tier 1 quick play almost exclusively. Ive been around since open beta and have been considered "good" by other people who I consider good for a long time. I don't play comp because my schedule is all over the place and I don't have time to practice, but I do play seriously and try to maintain my skills at a level comparable to a div a level comp player.
For mechanical I tend to like picking a good viable mechanical and mastering it. I'm more a collector of skill than I am of mechs.
Having said all that I have only recently started playing light mechs seriously, specifically the Arctic Cheetah. Once I got past the learning stage I've been able to maintain a >2:1 w/l and k/d ratio, and average right around 400 dmg per game. This means I'm doing a large number of 4 or more kill games with 500 or more damage.
In every game im usually the top scorer in the light Lance and among the top 3 scorers on the team.
This is not to brag, just to establish some perspective.
So, here are my opinion on the locks issue and some general advice.
First locks: 99% of the time locks help more than they hurt. That 1% of the time they hurt. However, when it does and doesn't help is not random. The reason why it's OK 99% of the time is that most people you encounter will not be aware enough to notice. However, if you are going after someone you know is good and healthy, not only would I not lock, I would turn my exam to counter for just a moment as I approach. There are people who are definitely good enough to notice. Once you play for a while you will know who they are by their names.
Second, why did I put up that UAV? The UAV is actually a fantastic tool to use if you need to evade or fight someone in a area full of obstacles. I got away from that much by looking at the tac map and going where he is not
Otherwise he would have killed me.
Here's another instance recently where I used the UAV and tac map to specifically track one enemy I was fighting
https://youtu.be/jgxzRPOhx6g
In this case it gave me enough awareness to take him down from fresh to dead with minimal damage to myself.
Generally: there are 4 traits of a great light pilot:
Awareness, decision making, aim, maneuvering
IN THAT ORDER.
Awareness and smart decision making are paramount. One if the most important things you need to be able to do is make wise decisions about when to engage and disengage. This needs to be a constant process even as you fight. Don't commit to a fight you can't win and don't over commit.
Then, a lot of light pilot neglect to aim well. Aiming is actually more important for a light because you have limited firepower and health, you have to make your shots count. Specifically this means shooting and getting your shots to converge and register on the right components. If you are using lasers, this means that some times you have to stand still or run in a straight line to shoot
This is AGAINST the conventional advice of never stand still in a light. However, in reality every truly good light mechs pilot will take the opportunity to stand still and take a well aimed shot when it presents itself. The way this game engine works, you cannot, in principle, get the **** to register well if you are running all over the place. Not even if you had PERFECT aim.
So, good players shoot lasers with micro-pauses in their movement, sort of like the way people shoot guns in counter strike. You either stand still, momentarily, or run 8n a straight like momentarily, or JJ straight up and down momentarily.
Of course, if the enemy shoots you at the moment you stand still you're dead. So , you have to start learning to time shots. You need to shoot while your opponent's weapons are cycling. You need to move when they are ready to shoot. Also, ALWAYS take advantage of cover. Always fight from cover if you can.
The last one is maneuvering. This is highly mechs dependent. The way you move in an Arctic Cheetah is very different from a Lolcust. Don't expect dodging type maneuvering to save you in anything but a Lolcust. Stealth, cover, and hit and run tactics are what will save you.
When you are fighting, the hardest thing to fight is enemy lights. Learn to fight the big mechs first. Then gradually start fighting the small guys.
People to attack in Arctic Cheetah with 6 SPL:
Medium to large mechs with non pulse laser, lrm, and certain acs, Gauss mechs if you can critical the gauss
People to avoid: srm, erppc, streaks, pulse lasers
Against enemy lights, avoid attacking, but do actively defend your large mechs against them.
Lastly, don't think too much about how you can do huge damage. Focus on how you can help the team win. Especially how you can capitalize in their strengths and plug in their vulnerabilities. You'll find that it's actually easier for you to rack up the points if you are doing things that are tactically smart for your team as a whole.l