How Do You Deal With Light Mechs?
#21
Posted 10 March 2018 - 05:24 PM
Specifically, try to back yourself on a wall so they can't surround you and have to facetank you, call for help at comms, and try your best to sweep their legs.
#22
Posted 12 March 2018 - 09:27 AM
Feezou, on 08 March 2018 - 08:12 AM, said:
1. Get good at timing. If you're being circle strafed you can just keep your aim in one spot and let him run into it. A lot of bigger mechs can one shot lights. Happened to me the other day in my locust. Got dual gaussed and instakilled.
2. Back into a wall.
3. Assaults and some heavies are sitting ducks without support. Always stay near your team.
4. If you're being out turned by a circle strafer just turn the other way and he'll run right in front of you almost instantly.
5. Aim for the legs. A slow light is a dead light.
Edited by Plaid Ninja, 12 March 2018 - 09:28 AM.
#23
Posted 16 March 2018 - 11:18 AM
In all seriousness, most all current Assault 'Mechs are simply too slow to keep up. Best case scenario is having arm mounted laser weapons, and aim for the legs. Next best option is safety in numbers, like you said.
*IF* you have arm mounted laser weapons, sometimes you can "play dumb" and simply refrain from firing until the offender stands still, believing you to be unable to hit him, due to having all your weapons in your torsos. Then blast his CT for an easy kill. This works especially well with 4 Heavy Medium Lasers.
I did exactly that to a Locust the other day on Polar Highlands. He was down a small incline from me, and the only reason I held my fire was because I was too hot to shoot just yet, so I just stood still and faced him directly. He stood still and started chewing away at my CT with MGs, and it was long enough for me to hit him dead center with 40 points.
Edited by Throe, 16 March 2018 - 11:37 AM.
#24
Posted 24 March 2018 - 03:13 AM
Edited by mailin, 24 March 2018 - 03:13 AM.
#25
Posted 24 March 2018 - 03:03 PM
Edited by Dragonporn, 24 March 2018 - 03:04 PM.
#26
Posted 24 March 2018 - 03:14 PM
With the Jenner/Jenner IIC always
lasers in the arm with arms unlocked and a lower arm actuator is usualy the best combo for hitting Light Mech legs and scaring them off, but as others have said the best defense from Lights is a group, as someone who has spent a lot of time in a Light I love lone assults with no short range weapons, and will happily take on anything in the assualt class 1v1 but if the assualt has backup and I do not I would rarely risk tackling it (unless I was behind it, unnoticed and in a position to take it out before allies noticed)
Edited by Rogue Jedi, 25 March 2018 - 12:22 AM.
#27
Posted 24 March 2018 - 04:57 PM
1) Stay with your team
2) Arm mounted backup weapon like a couple of pulses
3) Calm down, quick call to ur team, back your mech on an obstacle if possible and kill the bug.
NB: Dropping a UAV can bring help for afar and also help other straggler to move their a** to the rest of the team.
#28
Posted 25 March 2018 - 05:44 PM
Dragonporn, on 24 March 2018 - 03:03 PM, said:
Yes. LBXs and Streak 6s are very dangerous for lights. Some other weapons as well in the proper hands. This is why it's critical for lights to press R and wait to engage the enemy. Those that don't tend to die rather quickly.
#29
Posted 26 March 2018 - 05:00 AM
There is never any shame in calling for backup.
#30
Posted 26 March 2018 - 06:38 AM
No kidding most lights got terrible heatmanagement.
Piranhas or other MG lights are a different story though.
Here the best you can actually do is keeping them of your back.
#31
Posted 26 March 2018 - 08:27 AM
Villainy, on 26 March 2018 - 05:00 AM, said:
S'truth! There's nothing quite as scary in a light as an assault who snaps a perfect back step into a wall an tracks you calmly whilst their backup arrives.
Those pilots, I leave. I've lost too many lights to steady aim and a cool head, and you know those big hefty mechs have more firepower than you can take if they keep their wits about 'em. Half of a light's power lies in the targeted pilot panicking and firing wildly.
~Leone.
#32
Posted 26 March 2018 - 09:06 AM
In addition, you could try piloting a light yourself to learn more about their strengths and weaknesses, but that requires a nontrivial investment in C-Bills and time.
#33
Posted 26 March 2018 - 10:19 AM
1: The reverse turn is crucial. I usually sweep my torso/guns with the lights' first turn, then reverse and swing the other way to line up shots. I tend to have torso speed, often turn/brake/accel boosted somewhat too, which helps, because if you can achieve the sweet spot of torso twist = their relative speed to you, you're golden. You won't ever be able to turn fast enough to keep them in your guns 100%, but being able to lead with a twist is super important - otherwise you're trying to time a shot at the junction of them crossing.
2. Lights are most vulnerable on the approach/retreat. Only really good pilots stutter-step towards or away from you, and the straightaway makes it very easy to unload. Use the opportunity to ram a bunch of damage on.
3. Lights who have gotten behind you will commonly stop, to maximize time on your back. Most light pilots are good at getting behind you, much rarer are the ones who can -stay- behind. A majority of lights will back up as you start to turn, rather than accelerating past, and there's often a crucial moment where they are flat-footed to be blasted.
4. I usually opt for legs on undamaged lights, if I'm not just sinking what damage I can. CT/ST shots tend to really freak out lights, because oftentimes they are in XLs. But what hasn't really been mentioned before is arm-shooting. Light's arms are -super- easy to blow off, and a lot of times ripping one off will seriously decrease the damage you'll take. ACHs, MLXs, Pirahna's, and Panther's are all mechs that you might want to try neutering before you kill them.
Realistically, I a lot of times just try to put in early damage on them and then focusing components if I crack one open. Hitting them at all might be hard now, but once you get experienced enough, you can at least do a little bit of focus-fire on 'em even when they're bugging you.
5. Second all the stick with group / call for backup.
6. I wouldn't ignore lights. Most of them are capable of destroying/crippling an assault. Wipe them before they do that, then get back to killing other mechs. Obviously, you have to threat assess, an enemy assault plugging you with holes needs to be dealt with, and you might get more mileage and hits landed shooting back at the big guy, but don't ignore the anklebiters.
#34
Posted 26 March 2018 - 10:22 AM
I'm a light pilot and i hunt for assaults, i'm sure i'm not the best and i certainly make mistakes but i can share you some of my "tactics".
I usually go via a back-alley around the map to catch a slow assault when everybody is just moving to the same old spot where everybody always goes... when a nascar is going on all the better! Later in the game, i search for assaults that wander off, are being left behind or are in the back (lurming / sniping).
When i catch one i get close and stalk it waiting for the best moment to jump on it, i look for an open spot where that back to the wall trick is a long walk backwards... In this case your only chance is backup - quickly! Usually you don't have the turn / torso speed to get a glimpse of me. Most assaults i catch like this never see me before they go down...
If i make a tactical error, or when i don't have better options, i ambush / attack with an object nearby that can be used for cover. You put your back to that wall / object and call for help. Even if you got your back covered and have your guns pointed in the right direction you will need assistance unless you want to hang out there for the rest of the mach! I will try to bail out once that wall is near (this does not always work ) and i will wait for you to risk the long way to your group or until backup arrives. Usually i try to fake a retreat...
In any way, i will either waste your time or i will pull away some of your buddy's from the main fight.. Unless i mess up of course, which happens a lot too!
Bottomline, don't get separated even if early game when you are on the way to the main fight, ask for an escort. Position yourself in the frontline (where you should!) - there you have friends that got your back - if you don't i got your back
Edited by Old dirty B, 26 March 2018 - 10:39 AM.
#35
Posted 26 March 2018 - 10:41 AM
Build your mech with suffiecent rear armor (hint:4 points is not enough)
Stay with the herd
Don't panic
Broadcast via voice your sitrep
Broadcast via command wheel your contact
Launch UAV (helps not only with highlighting your need, it used by friendly lrm boats as well)
Keep back to wall or at least have physical object to prevent 360 circling by light
Aim at lights between knees and waist
Don't fire wildly or with weapons not effective at short range
Reverse torso twist and other manuvers
....and when the time comes when you do everything right and still happen to lose, don't rage in chat.
#36
Posted 26 March 2018 - 02:07 PM
1. Stick with your team.
2. Back to a wall.
3. If no walls are nearby, counter-rotate against the direction they're circling in to deny back shots and get hits in.
4. Sweep legs.
5. Call for friendly lights. Lights focusing on backstabbing a heavy/assault are easy prey for friendly lights. Nothing better for chasing off a PIR or LCT than another fast light with SPLas.
6. Don't alpha them if it's not a guaranteed hit. Stagger your fire for better chances of getting through the lag-shield for real damage.
#38
Posted 27 March 2018 - 01:42 PM
Athom83, on 27 March 2018 - 08:50 AM, said:
7a and if you miss that alpha strike pray to the Mech gods*, you suvive long enough for the guns to reload/recharge.
If those are the guns you have and you are a good shot that combo can be very effective against Lights but arm mounted (preferably unlocked with lower actuators) lasers and SRMs (maybe SSRMs) aimed at the legs are likely to be better for most newer players, they will not be an instant kill but at least a partial miss is not a wasted shot.
* regarding Mech gods there are several including Thor, Loki, Uller, Zeus, Apolo, Aries, Osiris, Anubis, Orion, Hermes, Mercury and, Promethius (there are probably others) not to mention demigods and legendary figures
#39
Posted 27 March 2018 - 02:13 PM
Rogue Jedi, on 27 March 2018 - 01:42 PM, said:
Yah, quite a few light pilots yesterday found out the hard way that with my new computer I am very good at hitting things with this combo.
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