dario03, on 05 June 2020 - 10:17 AM, said:
My experience in an assault is that if a light gets on me I turn and shoot it, typically it either dies or runs away.
It definitely does not take better than headshot aim to get a streak lock sub 50m.
Using turn and twist you can usually get around fast enough to hit a light, if not you can spend some skill points on mobility if you think you are going to be getting in 1v1 assault vs light in qp a lot.
I'm pretty sure most clan mechs can run lower arm actuators, but they are also not required.
You can change the weapons in the arms.
So, I run streaks frequently, because they're pretty easy to do well with, and I love watching 20-tonners explode in a puff of smoke.
As such, I know with very high confidence that when PGI shrunk the lockon window, the difficulty in obtaining a target lock sub 50 m increased tenfold. It used to be that you just had to aim within the red lockon square. Now, the number of pixels on the screen where a target lock can be obtained does not change, even as the 'mech gets bigger in your viewscreen. Thus, at sub-50m, where the head hitbox is very large, it DOES take headshot-levels of precision to obtain a missile lock.
I also run stock loadouts, especially with clan 'mechs, because they're well built, and the Lore gives them some variation and purpose. Clan Omnimechs cannot run lower arm actuators with any arm mounted weapons apart from missiles and lasers. Battlemechs are different. Their actuators are fixed and cannot be modified. The only variant of the Dire Wolf which even presents the option of a lower arm actuator is the right-arm on the -A variant. Every other one is locked full-forward, only. The Dire Wolf can only look 60 degrees to each side, on top of that, which means it cannot engage in a circling duel, unless it is stopped and spinning on one spot, which makes it a very easy target. Even with most of the kinetic burst, speed tweak, and anchor turn nodes, the Dire Wolf is unable to spin fast enough to duel successfully with any 'mech moving faster than 130 kph. Even the 97 kph assailants present a challenge with bringing weapons to bear.
Going back to the Inner Sphere, as most arms were intended for use in melee combat on IS 'mechs, the vast majority of the weapons are torso-mounted for better protection. The weapons are also bigger and bulkier, again requiring torso-mounting to ensure that they fit.
It occurs to me that this is the Solaris section of the forum, as well, at which point 1v1 is guaranteed, due to the nature of the game, at which point 20-tonners in Division 2 can use ****-sucking as a primary tactic, since they don't have to worry about a second 'mech which can shoot them freely.
Edited by C337Skymaster, 05 June 2020 - 02:38 PM.