So a few things stood out to me watching you play:
1. Not enough concealment at round start. I realize that you wanted to get to the circle ASAP, but it only bought your team 3 seconds. A lot of times as a light, how well you can do in the match is dependent on being able to position yourself without being observed, and then surprising people from the back or the flanks. Even if you are going to occupy a piece of ground, it's not good to run out in the open where everyone can see you and then stand behind a lone building. There's a possibility that other people are just waiting to alpha you when you peek.
2. One of the advantages of a light mech is tactical mobility. As a light mech you can cover a lot of ground over the course of a match. Use it to your team's advantage by constantly repositioning to support different teammates, scout for info, do harassment and backstabs. Don't hang around the same area or just go along with NASCAR, don't constantly engage one mech that's already aware of you unless it's heavily damaged and you are going in for the kill.
3. When you are fighting alongside your teammates, it can be good to create a separation between you and your team so that the enemy mech has to deal with two widely varying targets. For example, in the first video when you are fighting that stalker, you could have moved to his flank. This way the enemy pilot has more trouble dealing with you. It's much harder to deal with one attacker on the right, one to the front, or one fast attacker that's very closes and one heavy attacker that's further away, than it is to deal with two people standing roughly in the same position.
4. Also, when you are poking an enemy mech, you have a different role than the heavy mechs. Unlike a heavy mech, you cannot tank, so don't do that unless your buddy is really low on health. Instead, time the enemy's shots. Usually, what an enemy poker will do around a corner, is round the corner, shoot at your team, and then back up when his weapons are cooling. What you can do as a light is wait for him to shoot his alpha at your teammate, and then follow the enemy momentarily as he's trying to back up and alpha him in the face. Then you can backup before his weapons have cycled and let your teammate tank again. This way, the enemy mech is dealing with roughly 1.7x the firepower of a single mech, and because he can't shoot back at you, you will have a better chance to take out his crit components. When you are doing this against a group of mechs, stand close enough so that your opponent acts as a shield for you against his own team.
5. Don't waste your shots depleting frontal armor unless the target is getting focus fired or you just can't leave a teammate for the engagement. Save your shots for stripped mechs and paper thin behinds.

If you have to engage a fully armorerd mech and you can't backstab him, go for one of the legs.
6. Fighting: learn to fight without standing still. Don't backup in a light mech. You need to use your speed. Learn to use patterns of maneuver that allow you to fire on the run without stopping. Use the terrain as cover for the rear of your mech as you turn. You want to run tracks that look like figure 8 and snake patterns up and down the terrain roughly perpendicular to the line of the sight from the enemy mech to your mech. Use the JJs to help turning. Against light mechs, if there are not other people around, you can stand still for a second to let your lasers register better.
7. Forget about using your machineguns unless the enemy is crit. They don't do any significant damage on armored mechs, but the worst part is that using them will lock you pshychologically into facing them the whole time even when your primary weapons, the lasers, are cycling. Then you can't break away in an optimal fighting pattern. Not good.
8. Regarding awareness, tunnel vision, etc. Make sure you have the proper body posture and proper distance from the LCD. Your face should be close enough to the monitor so that you can see what you are aiming at well, but not so close that you get "lost" in the fight and stop looking at the tactical map. Ultimately MWO is less about aiming and more about positioning and team coordination. Take a look at Proton's stream. His posture relative to the screen and the controls is probably a good starting point for you. Just be aware that you might need to adjust around that position to get the right distance for yourself where everything "feels" right.
Edited by JigglyMoobs, 01 December 2016 - 04:45 PM.