Posted 11 January 2020 - 02:25 PM
The game may be sputtering along on life support, but by the gods we are going to have our regularly scheduled "lights are for scouting!" thread!
If PGI had ever intended to force lights into a purely supporting role, then the first light 'Mech would not have been the Jenner. The Jenner, notorious throughout the Inner Sphere for being able to punch way above its weight. The Jenner, such a terrifying threat to larger, more expensive machines that two of the great houses collaborated to design the Wolfhound just to counter it. Instead, they would have led in with another equally well known but offensively weaker design, like the Spider... but they chose the run-and-gun, slash-and-burn, backity-stabbity, laser-and-missile-y, Jenner.
...and since then, in addition to some actual scout/recon/support lights, we've also gotten the Panther, a mobile sniper; the Adder and Cougar, both dedicated gunbags which outshoot many stock IS assault 'Mechs; the Wolfhound, designed as a hunter-killer; the Piranha, which needs no introduction; and the *****-Effin'-Urbanmech, the plucky lil' trashcan with a giant gorram gun. None of these are, in any of their variants, built for scouting, spotting, or electronic warfare. They're built for making things die.
Lore does not support the "lights are for scouting!" argument, because scouting roles are not exclusive to lights, nor are lights exclusively built for scouting roles (and even some that were turned out to also be capable fighters, like the Commando). This has always been a bad argument, and it is always made in bad faith by players who are frustrated by either:
A. being repeatedly killed by better pilots driving light 'Mechs.
-or-
B. light pilots not bending over backwards to get locks for the invariably passive complainant (which seems to be the gripe du jour here).
...which doesn't even begin to address the silliness of using a dice-based tabletop game to justify how you think things should work in a reflex-based first-person shooter. A game's mechanics have to be based on what works best for its gameplay environment, and non-shooty roles in shooty games have to be substantially useful and enjoyable on their own merits in order to be worth playing at all. Nobody, and I mean nobody, wants to be the guy who isn't firing a gun in a game that's all about firing guns- not unless the game provides some serious incentives. MWO does not. It incentivizes shooting things, to the exclusion of all other possible play options. In point of fact, you can't even drop a build in active play unless it has a damaging weapon mounted. Guns are considered by the game to be as critical as an engine. You can drop without armor, without support equipment, and without common freaking sense, but you can't drop without a weapon. That'd be your first clue as to what role comes first and foremost for any 'Mech of any weight class.
The bottom line is this: if your 'Mech is capable of mounting offensive weaponry, you should be using it offensively. All other considerations are secondary and situational.