I recall reading somewhere in the past that FPS game developers actually have to account for the discrepancy between someone's perceived aiming skills and their actual aim when designing their game. It's one of the reasons aim assist persists in gaming these days, though if I'm recalling my Sundry Game Trivia correctly it wasn't the reason people invented aim assist. Nevertheless, FPS game devs have to account for the fact that most players perceive their personal aiming skills to be
much better than they are, and enough of a discrepancy between that perceived truth and reality will cause players to reject the game and harm sales.
A
lot of work has gone into natural-seeming, unobtrusive aim assist in modern FPS games, and a lot of players of other games don't realize how much work the game is doing to correct their dodgy aim for them. Especially when high speed character movement is involved, such as with light 'Mechs or with literally anything in a Titanfall-esque arcade jumpack shooter. It's one of the reasons the Titanfall devs introduced the oh-so-hated lockon pistol. People in those games
hated that gun, though it was cheating of the worst degree and were desperate for the devs to get rid of it because the Church of Skill goobers thought an option that allowed players with "bad aim" to play and enjoy the game as well was literal heresy. All the while never really realizing how much their own aim was being assisted by the game, and never realizing that the lockon pistol's range/lock time were so short/long respectively that using the weapon against players required game sense, movement/evasion skills, and canniness all its own because every direct-fire gun in the game beat the lockon pistol twice over or more in time-to-kill.
It's sorta the same with Streaks/direct-fire weapons in this game. Lock-on warheads are beaten by direct-fire weapons pretty much universally (absent ridiculously bad loadouts), even direct fire only lock-on weapons like Streaks or ATMs. But Church of Skill goobers still shriek and rant about how terrible any sort of lock-on mechanic is in the game because that contradicts their worship of Twitch Aim. And then the very same Church of Skill goobers carp and complain about stuff that reveals their own general lack of exceptional skill, such as light 'Mechs, which are normally intended to be at least partially countered by the lock-on options they've spent forever deriding as trash for n00bs, whilst snapping and snarling at anyone who suggests that the issue may lie, at least partially, between keyboard and chair.
Light 'Mechs are difficult targets in this game (when they're juking properly, at least). People who can reliably hit them with heavy direct-fire weapons are rare.
That's okay. There are other options, and even the
most powerfully armed light 'Mechs I can think of either have to make some serious sacrifices to get there or don't have remotely enough firepower to chew through an assault backside before the assault can even react.
Hell, even my experimental (and ultimately failed)
A.ss Assassin Black Lanner, which had a
gigantic alpha* number at the expense of any sanity, only rarely managed to instagib a backside. This is a 'Mech that can output 72 damage in the space of two seconds or slightly less (provided I remember to stagger my triggers enough not to Spoopy Heat myself into oblivion), and while whoever I managed to execute a successful A.ss-sassination against was
absolutely sweating bullets when I was through, they were usually still up. With a deep orange or cherry-red CT, to be sure - but assault 'Mechs rarely went down to one salvo to the A.ss Assassin.
If I can't do it with over seventy damage worth of heavy laser vomit, light 'Mechs can't do it with significantly less damage. You
will have time to shoot the little buggers, and even your crappy aim will eventually beat their nigh-nonexistent armor. Trust me. It happens. All the time.