Ruar, on 09 June 2017 - 03:19 AM, said:
I'm not talking about 1000dmg in a match though. I'm talking about 500-700 dmg, something that happens much more often. When talking about damage potential it's better to look at the mean than the high/low.
Sure, there are matches when a light gets hit early and does almost no damage, but that happens to everyone. At the same time there are those great matches where you get 1k damage, but those are few and far between. Getting 300-400 can be expected and 600-700 is a good game.
I have confidence that if I wanted to spend the time adjusting my play style that I could do well in lights. The problem for me is light mechs don't sync with how I prefer to play. At the same time there are plenty of medium and heavy mechs that I can say the very same thing about as well so I don't play those mechs. I don't like assaults either for the very same reason.
For some reason though I see people talking about light mechs like they should be doing the exact same in every chassis within that category. They point to the best performing lights and then say all the rest of the lights are junk since they don't perform the same. My belief is that those other chassis are just being played incorrectly. The Wolfhound does not fill the same battlefield role as the Locust, yet people seem to want them to be clones. I realize part of this is because of the focus on damage, but it's also a group think misconception.
And yes, it can be harder to get high damage in a light. The same can be said for assaults. However, when I look at match scores I routinely see the Alpha and Beta lance with higher damage numbers than the Charlie lance. I routinely see lights getting good damage because the game rewards mobility to a higher degree than pure armor. The problem is lights really need to be focused on more than just doing damage and MWO doesn't recognize this fact. So everyone focuses on damage and the best damage dealing lights become the only ones used while the other light mechs are called underpowered when it's just not the case. They have plenty of power, it's just not in the pure damage role.
The problem is that there is not much variation in the light class. There are several reasons:
1. Different weapon layouts or mixed ones?
The Wolfie could carry a LL/ERLL or something along the line. However, he would have a meagre long-range capability as well as short-range - you are better off taking a medium. In reality a Wolfie is therefore equipped with MLs or MPLs.
This holds true for most light mechs. Sure, you can sacrifice speed to take heavier weapons...but then you could play a fast medium and would be better off.
Ballistic weapons are ruled out anyway because of their weight. So the variation in weaponry is rather limited anyway.
2. Playstyles
The inefficiency of mixed layouts lead to a problem, though. Brawling is a no-no because heavies and most assaults turn so fast to easily track a light mech. In case of heavies you simply cannot stay out of their firing arc to really capitalize on it because the vast majority lack the agility to do so. So, the only thing left is drive-by-shooting/peek-a-booing
The point is: except for locust and commando drive-by-shooting is what is left gameplaywise - and that's only because they are so tiny that hitreg doesn't register the full damage and holds. Therefore most lights play very similar and share the same role.
Therefore, if you like it or not, you have to play the chassis similarly. Some of the reasons are class-inherent (limited weight, therefore lights usually carry lasers) or PGI related (brawling was rendered next to impossible with high risk / low reward ratio). Btw, can you imagine that at one point you were able to BRAWL excellently with a *drumroll* Huginn? Yeah, that was after a myriad of nerfs for the light mech class.
Sidenote: As for IS lights...they have to close to about 220m-290m or their weapons do less damage. And that's why the they inferior compared to an ACH which is in the best spot:
1. 30t mech --> hardly hit by the resizing
2. ECM --> more survivability and easier time to sneak up on a target
3. CML --> longer range than IS counterparts