Part Of The Reason Lights Are Aggravated
#1
Posted 07 April 2018 - 06:27 AM
Modes is part of the problem and here is why. For any light to be truly effective it has to be able to fight on its own terms. Hit and run for the most part and to rely on the only defense we really have and that is maneuverability.
However modes like Domination force lights into basically a kill zone that we can not really survive especially if our opponents are not really damaged. Now I have no idea what can be done to fix this.
So please critique this and let me know if there was anything else I could have done to change this outcome?
#2
Posted 07 April 2018 - 06:38 AM
#3
Posted 07 April 2018 - 07:23 AM
Don't facetank. You did this several times and ate it to the CT. Twist more.
Don't face your rear CT straight at the enemy and run away in a straight line. You did this several times, and ate it to the CT.
Don't split fire with that build. Always always always alpha. (The only scenario you should split fire is when you know an enemy is one-touch and you only need a scrape to finish the component off.)
Clean up your peeking technique. Use your jumpjets to halt momentum so that you can return to cover more quickly. Also, reverse your leg direction sometimes. Back out of cover so that you can use the faster throttle of W to accelerate into cover after firing your shot. Don't be exposed for any longer than you have to.
You spent too much time on the north side of the map after your last teammate died. This gave the enemy more opportunity to shoot you in the place you haven't moved from in a while. You should have abandoned and jumped the gap across theta sooner, would have saved you from taking some unnecessary damage.
Don't expose unnecessarily. If you can't get all weapons on target, don't expose. A few times you were retreating you exposed to the enemy without facing them, and ate unnecessary damage.
Awareness. At the end when you were up top you were getting shot by something that was coming from the direction of theta, but you didn't even bother seeking cover from it until you already had taken a lot of damage from it. You should have dropped down and abandoned the location. You could have gone back to the north, because you knew that three of the four enemies were caged up in the south west, and you could have isolated what turned out to be a somewhat hurt EBJ.
#4
Posted 07 April 2018 - 08:22 AM
#5
Posted 07 April 2018 - 09:16 AM
The timer usually doesn't start running again until one team is beaten down so those 20 second won't have mattered in most cases
Edit: i watched the video and im like wth man that was a great game for you, it was quite clear that you were able to deal with the remaining mechs for a long time
All it would've taken for you win was to keep outsmarting those mechs with you greater movement, catching them off guard so you can aim properly
all you need to do is git gudder
Edited by aardappelianen, 07 April 2018 - 09:42 AM.
#6
Posted 07 April 2018 - 09:35 AM
Lights real defence is bigger friendly mechs because those hostile enemy mechs prefer to shoot easier to hit targets. Those have a lot longer runtime than outmanouvering the guns of enemies that are aiming at you.
I see no particular problem with domination and lights, more like an advantage. Just because some people on voip will say someone /or some light needs to go to the cirlcle, it's not true. Playing on the outside of circle is just as fine.
Fast light can take advantage of domination as it forces most players to much smaller area. Which is not entirely the domination circle specially on on maps.
1 vs 4 is always really difficult situation unless you are really good player and can effectively outtrade nearly all single opponents.
#7
Posted 07 April 2018 - 09:47 AM
Another reason why this match is a bad example is that our team didn't try and cap and instead chased you in heavies and assaults. Was seriously worried we were going to blow the match because frankly lights are too durable and we were spread all over the map. One mech was cherry all over, mostly isolated and you ignored him. The rest were not in much better shape.
You were in a lot better position to win than you might of thought. GG though.
#8
Posted 07 April 2018 - 09:52 AM
Darian DelFord, on 07 April 2018 - 06:27 AM, said:
Stars didn't have to line up when the Spider had broken hit boxes. Saw one pull off a 1 v 6 just by jumping around...in the open. But back then PGI actually bothered to fix hit boxes and the Spider was brought back to earth.
Cheater...I mean Cheetah...same thing. Face tanking taking 3 AC20 shots. PGI doesn't fix hit boxes now so still broken.
Speed lag...broken hit boxes...additional structure and armor such that an AC20 can't leg a light in one shot...
Lights have it good. Enjoy!
Edited by Ted Wayz, 07 April 2018 - 09:53 AM.
#9
Posted 07 April 2018 - 01:14 PM
This is why I don't have a huge sympathy for light mechs. I own and play probably two dozen variants, maybe even three dozen so understand why light pilots might feel that they are being treated unfairly but when you be objective, look at the bigger picture and take into account a light mechs influence and impact on a match, you really can't call them anything but OP in the grand scheme.
#10
Posted 07 April 2018 - 01:28 PM
Viktor Drake, on 07 April 2018 - 01:14 PM, said:
This is why I don't have a huge sympathy for light mechs. I own and play probably two dozen variants, maybe even three dozen so understand why light pilots might feel that they are being treated unfairly but when you be objective, look at the bigger picture and take into account a light mechs influence and impact on a match, you really can't call them anything but OP in the grand scheme.
If you're being objective, lights are the most UP weight class in the game.
https://mwomercs.com...and-suggestion/
#11
Posted 07 April 2018 - 01:29 PM
#12
Posted 07 April 2018 - 01:34 PM
Only maps I wouldn't do that on are the bowl shaped frozen city (city high ground is a huge advantage) and grim plexus (where sniper hill side can benefit from an F7 push and building side can do the same depending on who is faster).
Unfortunably many teams in QP fail to move out immediately on match start (there's only two places to go: the circle or an advantageous position near it) or are too afraid to get into the circle.
#13
Posted 07 April 2018 - 02:22 PM
1. You were really passive early in the match. If you're running a build with decent range and you can't shoot anyone, you should be relocating to a place where you can--you have the speed and JJs to get you out of bad spots. Ferex, it can be nice to get onto the central platform and then jump back once they start pushing onto it. By the time you got engaged almost a quarter of your team had died, which means fewer distractions and meatshields.
2. You pretty frequently poked before you were ready to fire and poked much farther than you needed to. One of the easiest ways to take damage unnecessarily is exposing more than you have to for longer than you have to. Generally you should be shooting as soon as you accelerate out of cover and accelerating back into cover as the lasers finish their firing cycle.
Also, as others have said, try to twist farther and move in a jankier pattern when running away -- they should need to swipe their aim back and forth and still end up hitting your side as often as your rear.
3. When you're using a hotter build like ERMLas (as opposed to MLas/MPLas/SPLas), leverage the extra range you bought with that heat. A lot of times you went in to brawl at <100m when the enemy had no way of closing with you. That's just giving them more chances to hurt you for no real gain -- it's harder to keep lasers on target while circling at close range, and you'll do full damage out to ~400m anyways. Even with mediums and medium pulses it's usually better to try to fight at the outer edge of their ideal range.
The situation wasn't great, but it was hypothetically winnable. What you were doing with moving between the two edges to string them out and abuse high ground is essentially the right approach there, you just took too much damage both in the process and prior to it.
Again, it's not really a thing where you can point to one specific moment and say "Wow you really ****** up there", just lots of minor engagements where you were less efficient with your armor and heat than you could have been.
Actually, I've got a decent example of what I'm talking about with movement, exposure, and aggression. Just bear in mind that if you're not an asymmetric build you need to expose farther to get your whole alpha out. Is a little old, hence the oblique reference to GaussPPC at the start.
(Skip to ~2:10 to avoid rambling, can't embed URLs with timestamps)
Edited by Alexander of Macedon, 07 April 2018 - 02:24 PM.
#14
Posted 07 April 2018 - 04:16 PM
I see so many locust etc players at the end of a match that literally did nothing all match but the odd chase other lights and spot.. as the last mech alive on the team they are useless their firepower is nothing.. yes they are fast woopee..
Use a light with some firepower so if you are the last mech left standing you at least have a chance of winning.. Osiris, urbies, wolfhounds even commandos do ok..
#15
Posted 07 April 2018 - 05:34 PM
Samial, on 07 April 2018 - 04:16 PM, said:
I see so many locust etc players at the end of a match that literally did nothing all match but the odd chase other lights and spot.. as the last mech alive on the team they are useless their firepower is nothing.. yes they are fast woopee..
Use a light with some firepower so if you are the last mech left standing you at least have a chance of winning.. Osiris, urbies, wolfhounds even commandos do ok..
Wait, aren't you one of the ones constantly berating lights for killing things instead of holding locks and chasing enemy lights away from assaults?
Also, you're displaying your ignorance of how lights work. 6t of weapons is pretty typical armament for lights. A lot of variants are mostly or totally unplayed because they can only mount 4t of weapons. Something like the WLF-2 that can potentially carry 12t of weapons (but which usually takes 10t for extra heatsinks) is a strong outlier, and a big part of the reason why Wolfhounds are one of the few good chassis left.
Also also, LCTs would be in a better spot if spuds hadn't cried until SPLas got nerfed into the ground.
Edited by Alexander of Macedon, 07 April 2018 - 05:34 PM.
#16
Posted 07 April 2018 - 06:01 PM
Samial, on 07 April 2018 - 04:16 PM, said:
I see so many locust etc players at the end of a match that literally did nothing all match but the odd chase other lights and spot.. as the last mech alive on the team they are useless their firepower is nothing.. yes they are fast woopee..
Use a light with some firepower so if you are the last mech left standing you at least have a chance of winning.. Osiris, urbies, wolfhounds even commandos do ok..
In QP I'm consistently the last mech alive in my LCTPB or LCT1V, and not for lack of trying. I'll end matches with 300-500 damage, a couple kills and 6+ assists. My LCT is certainly viable.
Also, skirmish is the worst game for lights, whereas objectives are where lights shine. Who tf cares if I barely get kills if I cap the enemy's base or finish the game 750 to 200? This mindset that all light mechs MUST perform like a piranha is total cancer.
#17
Posted 07 April 2018 - 06:30 PM
Lights themselves?
Light pilots?
Is aggravated meant to be aggravating?
#18
Posted 07 April 2018 - 06:42 PM
Lights are not remotely a threat when you are aware of your surroundings. Most people don't think in/of their positioning (they don't ask the question: can something/a Light be behind you?).
It doesn't matter - the vocalizing players that die by Lights will complain they got touched by the mean old Light, while the good Light pilots still get vaporized by the likes of EmP and others. I guess that's "working as intended".
#19
Posted 07 April 2018 - 07:13 PM
#20
Posted 07 April 2018 - 07:59 PM
I'm aggravated for a few reasons.... the lack of JJ power for lights depsite having the max number. Used to be a time that lights could jump more easily... but the whiners got them nerfed because the heavies were doing bad things with them. I'm aggravated at the Rescale.... my god the Jenner is the size of a tank and handles like one even being maxed out in mobility. Im aggravated at the continual nerfing of lights for no damned reason other than players want EZ mode against them. And I'm aggravated at the mode. A mode which puts lights at a severe disadvantage because we have to stay within a 400 to 500 meter circle that we usually can not maneuver in. Had this been assault or skirmish or hell even conquest, the odds would have been a bit better.
Just tired of people bitching and moaning who really have no idea what they are talking about.
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