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Discussion On Light Mech Diversity

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#61 BurningDesire

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Posted 23 May 2018 - 02:45 AM

oxide and pb are pay to play mechs, so what your saying is i need to send more money so i can play a good light

Edited by BurningDesire, 23 May 2018 - 02:48 AM.


#62 Alexander of Macedon

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Posted 23 May 2018 - 03:15 AM

View PostBurningDesire, on 23 May 2018 - 02:45 AM, said:

oxide and pb are pay to play mechs, so what your saying is i need to send more money so i can play a good light

The Oxide and PB are only good if you're traveling back in time to several years ago.

If you want a good light, get a WLF-2 or OSR-4D.

#63 Old dirty B

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Posted 23 May 2018 - 03:18 AM

View PostBurningDesire, on 23 May 2018 - 02:45 AM, said:

oxide and pb are pay to play mechs, so what your saying is i need to send more money so i can play a good light


Im not saying you should run these mechs, im telling you what i run. And yes these mechs i have paid for but in the end, if i had to choose one mech and nothing else, i would opt for the (free) Locust 1E SPL hands down and never look back.

What i am saying is that people should worrry more anout their gameplay rather then a bunch of mechs and builds, these are overrated.

#64 Dragonporn

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Posted 23 May 2018 - 06:34 AM

View PostAlexander of Macedon, on 23 May 2018 - 03:15 AM, said:

The Oxide and PB are only good if you're traveling back in time to several years ago.

If you want a good light, get a WLF-2 or OSR-4D.


What's so special about OSR-4D?

#65 Verilligo

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Posted 23 May 2018 - 07:32 AM

View PostDragonporn, on 23 May 2018 - 06:34 AM, said:


What's so special about OSR-4D?

6 ML, JJs, a better engine cap than the JVN-11A and reasonable geometry while at 30 tons.

#66 Alexander of Macedon

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Posted 23 May 2018 - 10:19 AM

View PostDragonporn, on 23 May 2018 - 06:34 AM, said:


What's so special about OSR-4D?

This.

You get 6 MLas in a highly favorable hardpoint setup (all high and right-sided), 151kph without Speed Tweak, and still have room for whatever mix of extra JJs and DHS you prefer. It's hands-down one of the best lights in the game right now. Basically it's the faster + more agile but less well-armored counterpart to the WLF-2. It's got the same speed as a LCT-1E but with JJs, asymmetrical hardpoints, and better cooling.

#67 Haipyng

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Posted 23 May 2018 - 10:33 AM

View PostAlexander of Macedon, on 23 May 2018 - 10:19 AM, said:

This.

You get 6 MLas in a highly favorable hardpoint setup (all high and right-sided), 151kph without Speed Tweak, and still have room for whatever mix of extra JJs and DHS you prefer. It's hands-down one of the best lights in the game right now. Basically it's the faster + more agile but less well-armored counterpart to the WLF-2. It's got the same speed as a LCT-1E but with JJs, asymmetrical hardpoints, and better cooling.


It's things like this that makes my Spider sad.

#68 dario03

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Posted 23 May 2018 - 12:13 PM

View PostKhobai, on 22 May 2018 - 05:04 PM, said:

the whole concept that lights should be as good as assaults at combat is inherently flawed anyway not to mention utterly ridiculous

lights should be weaker than heavies/assaults at combat. but they should be better at other roles like electronic/sensor warfare which should exist in the game but are sadly absent.


I would be fine with them making it so that some lights could be good at the other stuff. But not if it meant making that the only bonus given to all light mechs. Basically I would say they should put some more electronic/sensor warfare equipment in the game and then give some lights some quirks that improves those and the current equipment. But this should only be some lights, others should be given some combat quirks.

#69 Dragonporn

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Posted 23 May 2018 - 04:11 PM

View PostAlexander of Macedon, on 23 May 2018 - 10:19 AM, said:

This.

You get 6 MLas in a highly favorable hardpoint setup (all high and right-sided), 151kph without Speed Tweak, and still have room for whatever mix of extra JJs and DHS you prefer. It's hands-down one of the best lights in the game right now. Basically it's the faster + more agile but less well-armored counterpart to the WLF-2. It's got the same speed as a LCT-1E but with JJs, asymmetrical hardpoints, and better cooling.


Hmm, I tried slapping 5 Med Lasers on my 2V, it melts away in seconds... Went with 4 ERSLs, 1 ML and 2 MGs, I can fight forever and never overheat, MGs let me crit open components real nice and decent in skirmishes with other Lights. Running 154 KPH with XL285 (no speed tweak), faster laser fire rotation and minimal heat build up allows great sustainability in combat IMO. Although, yeah I see people generally running mostly Med Lasers on it... strange.

#70 Alexander of Macedon

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Posted 23 May 2018 - 05:55 PM

View PostDragonporn, on 23 May 2018 - 04:11 PM, said:


Hmm, I tried slapping 5 Med Lasers on my 2V, it melts away in seconds... Went with 4 ERSLs, 1 ML and 2 MGs, I can fight forever and never overheat, MGs let me crit open components real nice and decent in skirmishes with other Lights. Running 154 KPH with XL285 (no speed tweak), faster laser fire rotation and minimal heat build up allows great sustainability in combat IMO. Although, yeah I see people generally running mostly Med Lasers on it... strange.


That's the thing about the IS MLas builds, you need to be able to hold a burn for them to work. If you're spotlighting you don't get enough value. Also helps to run double enhanced coolshot and be familiar enough with the heat gen to ride the override line. If you can hold a burn, dumping those low-CD 30dmg alphas can melt anything dumb enough to stick around, and you have the mobility to keep poking from different angles.

Generally speaking I poke and fire three times in a row, then back off to relocate and cool down. If I'm being ignored and have a good target I'll pop a coolshot and keep firing as soon as I drop low enough to alpha without breaking 100%.

The problem with IS MGs on lights is that you generally can't carry enough to make the long facetime worthwhile. Pretty much the only exceptions are Urbies (tanky enough to get away with it) and the SDR-5K (4MG and you can fly all over the place while still keeping on target with the arm mounts).

The OSR-4D emphatically isn't a brawling or backstabbing light. You want to be poking from cover on the flanks/behind your main line at ~150-300m while using your speed and JJs to stay out of reach and reposition once someone notices you. They also give you a lot more latitude to take aggressive poking positions since you have a fairly easy time escaping. This is why the mounts are so important, they're ideally positioned for minimal exposure when you poke.

That said, you can run it as a SPLas brawler, but it's suboptimal given their current state. You'll run really cold doing that--the limiting factor is your armor, if anyone lands a decent shot you'll fall apart. Really gotta work the JJs and be in the right sort of terrain for that.

Edited by Alexander of Macedon, 23 May 2018 - 05:56 PM.


#71 Erronius

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Posted 23 May 2018 - 07:28 PM

View PostAlexander of Macedon, on 23 May 2018 - 05:55 PM, said:


The problem with IS MGs on lights is that you generally can't carry enough to make the long facetime worthwhile. Pretty much the only exceptions are Urbies (tanky enough to get away with it) and the SDR-5K (4MG and you can fly all over the place while still keeping on target with the arm mounts).


Even then I'd argue that it's not worth it, unless it's late in the game.

#72 Y E O N N E

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Posted 23 May 2018 - 07:29 PM

The Ember can get 7 DPS out of 4x HMGs, which is sufficient, it's just got the drawback of being a Firestarter: too big and with abysmal torso pitch.

#73 Dragonporn

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Posted 24 May 2018 - 05:12 AM

View PostAlexander of Macedon, on 23 May 2018 - 05:55 PM, said:


That's the thing about the IS MLas builds, you need to be able to hold a burn for them to work. If you're spotlighting you don't get enough value. Also helps to run double enhanced coolshot and be familiar enough with the heat gen to ride the override line. If you can hold a burn, dumping those low-CD 30dmg alphas can melt anything dumb enough to stick around, and you have the mobility to keep poking from different angles.

Generally speaking I poke and fire three times in a row, then back off to relocate and cool down. If I'm being ignored and have a good target I'll pop a coolshot and keep firing as soon as I drop low enough to alpha without breaking 100%.

The problem with IS MGs on lights is that you generally can't carry enough to make the long facetime worthwhile. Pretty much the only exceptions are Urbies (tanky enough to get away with it) and the SDR-5K (4MG and you can fly all over the place while still keeping on target with the arm mounts).

The OSR-4D emphatically isn't a brawling or backstabbing light. You want to be poking from cover on the flanks/behind your main line at ~150-300m while using your speed and JJs to stay out of reach and reposition once someone notices you. They also give you a lot more latitude to take aggressive poking positions since you have a fairly easy time escaping. This is why the mounts are so important, they're ideally positioned for minimal exposure when you poke.

That said, you can run it as a SPLas brawler, but it's suboptimal given their current state. You'll run really cold doing that--the limiting factor is your armor, if anyone lands a decent shot you'll fall apart. Really gotta work the JJs and be in the right sort of terrain for that.


I guess it all comes down to playstyle? I have some poke Lights, but Osiris in particular proved extremely tough, and very-very hard to hit. The way you move/twist automatically allows you to spread damage really well. Because of this, I'm more into brawling than poking. Most common case is jumping on Assault or slow Heavy, running (frantic) circles around it, and unload in his back or any open component you see every time you pass by. Structure or armor to peel off may require more shots than usual, so with Med Laser I'd have to pull back to cool off, but with my build I don't.

Recently got into interesting situation: Our slow Anni got left behind on River City and got jumped by two Lights and one Medium. As a result, I scored one kill and Anni scored two. Fighting lasted about 3-5 minutes or so. Being that tough and being able to constantly fire at the enemies allowed me to be annoying and distracting enough for Anni to have time to get good position and get some clear shots. If nothing else, brawling Osiris is tons of fun anyway. My only nemesis is anything (fast Light/Med) boating Streaks, or very lucky Gauss/AC slinger, which is pretty rare to come by.





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