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Should Every Light Be An "anti-Light"?

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#81 Phlynn

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Posted 31 May 2018 - 07:35 PM

Seems to depend on what play style a player prefers... I play lights as scouts or over-watch. When scouting, I am ranging all over the map, looking to lock targets, pop UAVs, drop arties, and be the eyes for the team. On over-watch, I am keeping ECM or AMS over the BIGs just because I like to frustrate the snipers and poptarts.

I never play the light assassins because there is nothing challenging about shooting someone in the back to me. And I don't play lights enough to play them well enough to go light vrs light and I don't maximize for damage output (giving up a lot of weight to carry a BAP, targeting computer, AMS, or ECM reduces what can be carried for alpha).

I actually hate Conquest mode because you are expected to wander around capping - which is the best way to get a terrible score and even hurt your pilot rating. Nothing like spending and entire match capping and back-capping, never see an enemy, be the only survivor, win on caps - then get punished in scoring because you got stuck in that awful role.

#82 PocketYoda

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Posted 31 May 2018 - 09:34 PM

From experience lights are far more fun and useful as defenders for the bigger mechs..

Running off to circle jerk with the other teams lights only gets you dead and you are pointless..

#83 Old dirty B

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Posted 31 May 2018 - 11:30 PM

View PostSamial, on 31 May 2018 - 09:34 PM, said:

... circle jerk with the other teams lights ...

A good light pilot doesn't (just) circle.

The key to surviving a duel and ultimately to winning a duel is to get into your opponents blindspot. The blindspot is the arc that represents the area that your opponent cannot see and isnt covered by radar.

The blindspot is very roughly about 180 degrees at the back of your opponent. This is the area where your opponent cannot see you and react to your movements and also (very convenient) cannot shoot you. At the same time you have a perfect view on your target, see exactly what hes doing, where he's going and can perfectly react and respond to while you can also shoot him. You want to be in this arc!

As you master this maneuver you will notice that once your opponent has lost you (is uncertain where you are) it gets increasingly difficult for him to pick you up again as a target and easier for you to remain in that blindspot. This tactic applies to any fight and is of course most easiest to do versus slow assaults and gets harder the speedier your opponent.

Alright, against a (faster) light it might be impossible to always remain in the blindspot but the more you can confuse your opponent by being there the better chance you have to win the fight and to reduce damage taken.

Against a slow target you can pull this off by just mirroring his movements, but against speedier targets i tend to apply a bend or curved figure 8. Where the center of the eight is just slightly behind your targets back. You keep your speed up and you "joust" from side to side - preferably mirroring where he's looking at and thus remain in his blindspot. As soon as you notice he's turning to the other side you quickly counter that by jousting to his other side going around his back.

Unfortunately i do not have any footage of this tactic applied versus lights that i can share at this moment, but here's an example against a heavy (0:40 - 2:20). I remained in his blindspot at all times, he had no clue what was hitting him until he was destroyed.


Edited by Old dirty B, 01 June 2018 - 12:10 AM.


#84 Prototelis

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Posted 01 June 2018 - 02:45 AM

View PostSamial, on 31 May 2018 - 09:34 PM, said:

From experience lights are far more fun and useful as defenders for the bigger mechs..

Running off to circle jerk with the other teams lights only gets you dead and you are pointless..


Tying up an entire lance, popping a uav above their head, and dropping smoke before I have to leave contribute more than enough.

Lights create angles and number advantages, the two most important aspects of combat in this game.





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