JediPanther, on 09 January 2018 - 09:35 PM, said:
4 would mean very little on my light. I very often play the scout and anti-enemy light role in qp and fw. Frequently I'm fighting other light mechs or having to disengage 3 or more enemy mechs shooting at me so my back armor is around 15-21 depending on the light.
Four armor might be fine if you pilot as one of the sniper builds with er or ppcs but for the cqc and short range I tend to run with sml,spls, or srm 2s or 4s you would need a lot more back armor.
I also play without a mic but have voip on in case of the rare drop caller. Maybe in group and fw play when you have an actual team with builds that compliment each other then you might get away with so little back armor.
Running 15-21 back armor is insane on a light, and if you are having to run that much you are making one or more serious piloting mistakes. I don't mean to be rude, but you really shouldn't be giving people advice on how to run lights.
I run pretty much every light in the game (literally mastered them all before skill tree) from snipers to brawlers. Most of my builds are 4 back armor, a few might still be 5-6, but that's probably too much. I also scout and like to play an anti light role when I can. Even with small pulse and SRMs you absolutely do not need that much back armor if you're piloting properly.
My guess is that you are choosing poor routes that are leaving you in the open and aren't doing a good job of evasion to need that much back armor.
If you are getting engaged 3v1 on a consistent basis it means that you are over committing and/or staying in a fight too long. Good light piloting is attacking when you have the advantage, not getting outnumbered and shot in the back as you run away. Pay attention to where the enemy team is and start disengaging before you get outnumbered.
Pay attention to the location of the enemy mechs and you'll get shot in the back a lot less. Another thing that will help is to not run straight lines, but to run erratic paths, and use your torso twist so that you get shot in the arm/side instead of the back. Between moving your torso and changing your path you can spread most of the damage to your front instead of your back armor.
Use cover, maneuvering, and smart engagements not back armor to stay alive.
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As best if you were using the survival V2 you could survive one and only one dual guass impact on the ct. 40 armor plus skill tree's 8 would give you 48 total leaving 4 rear. 48 minus the dual guas hit of 30 leaves you with 18 armor left. Taking one more dual guass hit of 30 would leave you with negative 12 armor which in the end means you died.
To address this too, the structure of a mech is 50% of its armor and the Wolfhound has armor quirks. With the skill tree my Wolfhound has 62/4 armor and 29 structure for a total of 91 health for the front CT.
That means I can take 3 full rounds of twin Gauss and still have 1 HP left. Side torsos have 68 total health from the front (2 full rounds). If I completely maxed survival I'd gain 1 extra point of structure.
Properly spread (legs/ST/CT/arms) a Wolfhound can easily take 8 twin Gauss rounds without taking any serious structure damage. More realistically is probably 5 rounds, with it taking 6-7 to kill. The Wolfhound is definitely an outlier though and there's a reason it was used in the WCs. You should almost always take XL engines on lights, maybe a light engine on rare occasion, but never ever a standard engine except maybe the Urby.
The problem with the Wolfhound is that PGI made is huge (basically a medium) and so they had to make is super tanky so that it can survive since it's so easy to hit.
You information is just wrong, please don't spread bad information and advice.