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Lights Are The New Assaults


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#61 roboPrancer

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Posted 22 September 2018 - 03:31 PM

They also get worse agility and armor. Paired with hotter weapons makes a decent number of clan lights actually pretty bad. If you think the mg piranha is really a problem I've got a bunch of other lights to teach you about.

The mg piranha is a mech that can bully other mechs because of it's sustained dps and speed. These bully builds are annoying to play against and relatively new since mg inflation and racs became a thing. But looking through your frustration with them they really aren't more effective than good agile poke builds, that can leg them in a shot or two.

#62 cougurt

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Posted 22 September 2018 - 03:33 PM

View PostKhalcruth, on 22 September 2018 - 03:11 PM, said:

Oh come on people. Let's call a spade a spade. The problem isn't light mechs, it's CLAN light mechs. They're the ones with the ridiculous numbers of hardpoints and the ridiculously low tonnage weapons.

no, the problem is players who suck on both a mechanical level and a mental level.

#63 TWIAFU

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Posted 22 September 2018 - 03:36 PM

View Postkuma8877, on 22 September 2018 - 03:28 PM, said:

I do better in my best lights versus my best assaults...


Coupled with the amount of potato in the heavier weight classes it is a good light pilot's wet dream.

meepmeep

#64 Nightbird

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Posted 22 September 2018 - 03:42 PM

View Postkuma8877, on 22 September 2018 - 03:28 PM, said:

I do better in my best lights versus my best assaults...


screenshot your best light and assault then plz, will be interested to see

#65 Y E O N N E

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Posted 22 September 2018 - 03:59 PM

I also do better in my Lights than my Assaults, but at the same time I don't have anywhere near enough of a sample size of Assaults to make it a fair comparison.

#66 tutzdes

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Posted 22 September 2018 - 04:11 PM

View PostNightbird, on 22 September 2018 - 03:42 PM, said:


screenshot your best light and assault then plz, will be interested to see

Same for me.
ANH-2a vs COM-TDK
Posted Image

Funnily it just proves the point of "assaults being more impactful". I pilot the lights much better (and more) than I do with assaults, still my Annie has almost the same impact on the team effectiveness it seems, lol.

I hope the sample size is large enough.

#67 Y E O N N E

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Posted 22 September 2018 - 04:22 PM

For comparison, my Lights:

Spoiler


My Assaults:

Spoiler


#68 LordNothing

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Posted 22 September 2018 - 08:02 PM

View PostTonberry Knife, on 22 September 2018 - 01:58 PM, said:

"Lights are the new assaults" please let me see you take down an assault alone who is actually at the keyboard in a Spider.

Just because one light is overturned doesn't mean you have to take it out on the rest of them.


was more of an observation than a complaint. you see ive been running lights a lot lately trying to get my all round helper cheevo (801 assists to go). i noticed in a lot of games that the light lance ended up doing a lot of the assaulting. most assault pilots being like 3rd line assets that nobody wants to commit to the battle which is the whole reason you take assaults into battle imho. when i drop assault i am there to hurt the enemy, not to show off my unscathed paintjob. ive seen a lot of games where assaults didnt commit until the light lance had divided the enemy and left them in disarray, and sometimes that never happens. ive lured away half the enemy team several grids away from the front while my own team just sat there and did not use the 2:1 advantage i had just given them.

Edited by LordNothing, 22 September 2018 - 08:04 PM.


#69 kuma8877

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Posted 22 September 2018 - 09:01 PM

View PostNightbird, on 22 September 2018 - 03:42 PM, said:


screenshot your best light and assault then plz, will be interested to see

While I will gladly do that for you, it's pretty hard to decide which qualifies as my "best" assault... while I own most of them, I really dislike how all of them drive and thusly get my head kicked in every time they leave the garage (like embarrassingly bad). It's really a choice of total garbage stats and something even worse. The only thing my stats will show is that I prefer how lights drive and as a result do much better in them over assaults. This also leads to a large sample size disparity as my stats in lights are over much higher play rates overtime versus my meager attempts at assaulting.

Edited by kuma8877, 22 September 2018 - 09:02 PM.


#70 Nightbird

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Posted 22 September 2018 - 09:10 PM

View Posttutzdes, on 22 September 2018 - 04:11 PM, said:

Same for me.
ANH-2a vs COM-TDK
Posted Image

Funnily it just proves the point of "assaults being more impactful". I pilot the lights much better (and more) than I do with assaults, still my Annie has almost the same impact on the team effectiveness it seems, lol.

I hope the sample size is large enough.


TDK: 352 damage per match, 0.95 kills per match
Anni: 510 damage per match, 0.9 kills per match

Based on kills, you do a tiny bit better in the TDK, but damage is much higher in the Anni. Dying is free so I don't think KDR matters, and W/L is the same. You earn more cbills with the Anni for sure.

edit.. crap, lined up numbers wrong.. math fixed

Edited by Nightbird, 22 September 2018 - 09:18 PM.


#71 Nightbird

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Posted 22 September 2018 - 09:16 PM

View Postkuma8877, on 22 September 2018 - 09:01 PM, said:

While I will gladly do that for you, it's pretty hard to decide which qualifies as my "best" assault... while I own most of them, I really dislike how all of them drive and thusly get my head kicked in every time they leave the garage (like embarrassingly bad). It's really a choice of total garbage stats and something even worse. The only thing my stats will show is that I prefer how lights drive and as a result do much better in them over assaults. This also leads to a large sample size disparity as my stats in lights are over much higher play rates overtime versus my meager attempts at assaulting.


Highest damage/match or kills/match average, with more than 50 matches. Decide whether to search by the former or latter first, and then find the best.

#72 xe N on

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Posted 22 September 2018 - 10:43 PM

Lights, even the PIR are not OP. They benefit from being ignored if a larger target distract the opponents. They benefit from lone assault mechs that left behind from their team or went on their own. They benefit from people, not aiming for the legs. They also benefit that most mediocre people are attracted to assaults or LRM boats. And they benefit from a bad combat awareness that has dramatically gone down since seismic sensor is not a module anymore. They also benefit from that most people don't specialize in hunting down light mechs.

Basically most light mech action happens active in the late game when teams are decimated. They are like vultures hunting down those who are already has fallen but didn't notice yet.

If I see a high light mech queue, I drop with my C-SSRM Huntsmen. One-shotting 20 ton lights is priceless.

Edited by xe N on, 22 September 2018 - 10:46 PM.


#73 Maddermax

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Posted 22 September 2018 - 11:43 PM

View Postxe N on, on 22 September 2018 - 10:43 PM, said:


If I see a high light mech queue, I drop with my C-SSRM Huntsmen. One-shotting 20 ton lights is priceless.


My Quad LBX10 slipnir loves it when lights think they’ve found easy prey. I have invested into torso and turn speed and pitch skills just for such occasions, and making them fall over in 1-2 shots (assuming my aim is decent) is bliss. Then I feel bad about it, as usually I’m the one piloting the lights, and I know that feel XD

#74 Judah Malganis

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Posted 22 September 2018 - 11:46 PM

Light mechs greatly benefit from the current playstyle in the game. So many players want to hang back and hide that it's easy for the ankle biters to bring them down. On the side of their team, they're usually fast enough that they can reposition and support anyone who is in a fight, even if no one else will. Alert lights essentially carry the game as long as they don't overextend too early and the rest of the team uses their distractions effectively. Look at the post-game board. Alpha Lance usually carries half or more of the kills, win or lose, regardless of what mechs were in the lance.

#75 Y E O N N E

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Posted 22 September 2018 - 11:49 PM

View PostJudah Malganis, on 22 September 2018 - 11:46 PM, said:

Light mechs greatly benefit from the current playstyle in the game. So many players want to hang back and hide that it's easy for the ankle biters to bring them down.


To a certain point. If too much of the Light's own team are hanging back, the Light can't do **** except drop some strikes and do as much damage as possible when the enemy comes to mop up the troglodytes on your side.

#76 Judah Malganis

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Posted 23 September 2018 - 12:07 AM

Quote

To a certain point. If too much of the Light's own team are hanging back, the Light can't do **** except drop some strikes and do as much damage as possible when the enemy comes to mop up the troglodytes on your side.


True, but in general, they tend to outperform the other lances, regardless of the overall team performance, because they're forced to clean up the messes the rest of their team refuses to follow-up on. Losing your lights early is a clear indicator that you are about to have a 12-0 or 12-1 superstomp.

#77 The Mysterious Fox

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Posted 23 September 2018 - 12:49 AM

light is where the real power creep is, quirks, scaling hit boxes, lag armor, higher and higher speeds, an increasing number of hardpoints everywhere.

give me an annie to crush under my boot anyday

#78 Judah Malganis

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Posted 23 September 2018 - 12:55 AM

Quote

light is where the real power creep is, quirks, scaling hit boxes, lag armor, higher and higher speeds, an increasing number of hardpoints everywhere.

give me an annie to crush under my boot anyday


Yet they still account for less than 10% of the mech use in game, so their OPness is somehow a well-kept secret. Or maybe it's that regardless of how strong a light mech is, you're always essentially just one wham-bam-good-day-ma'am sort of mistake away from a tragedy when you pilot one, so it makes them very unattractive.

Edited by Judah Malganis, 23 September 2018 - 12:57 AM.


#79 Weeny Machine

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Posted 23 September 2018 - 12:55 AM

View PostThe Mysterious Fox, on 23 September 2018 - 12:49 AM, said:

light is where the real power creep is, quirks, scaling hit boxes, lag armor, higher and higher speeds, an increasing number of hardpoints everywhere.

give me an annie to crush under my boot anyday


Wow, generalisation for the win, eh?

You are talking about the whole class. The only lights which stand out is the PIR-1 and a Flea and this only because the light mech class as a whole struggles. On the other hand heavies and assaults are able to sling obscene alphas and also can easily 1-shot with a dual heavy gauss salvo any light.

Also, about higher speed: there was a speed reduction across the board a time back (was it 1 or 2 years ago?). Now, which class lost the most speed? Have a guess. But yes...they get more and more /eyeroll

Edited by Bush Hopper, 23 September 2018 - 01:06 AM.


#80 RickySpanish

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Posted 23 September 2018 - 01:02 AM

View Postthievingmagpi, on 22 September 2018 - 02:45 PM, said:



this isn't correct.


this isn't correct.





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