

Lights "worst Class In The Game"?
#21
Posted 10 August 2021 - 01:03 PM
#22
Posted 10 August 2021 - 01:55 PM
Arnold The Governator, on 09 August 2021 - 08:29 PM, said:
There is really no evidence that this is true as far as I can tell, therefore it is pure conjecture.
#23
Posted 10 August 2021 - 07:30 PM
ThreeStooges, on 10 August 2021 - 01:03 PM, said:
Flea: FL-17, FL-20
Piranha: PIR-2, PIR-3, Cipher
Commando: COM-2D
Incubus: INC-4
Javelin: JVN-11A
Kitfox: Purifier/G omni slots
Osiris: OSR-4D
Urbanmech: UM-R60L, K9
Adder: Any
Cougar: Any
Wolfhound: WLF-2, Grinner
That's a lot of fingers you've got there. Seems like Lights have plenty of good variants, just not that many good pilots.
#24
Posted 10 August 2021 - 07:44 PM
RickySpanish, on 10 August 2021 - 07:30 PM, said:
He said TOP light mechs, not just playable light mechs. Personally, if there’s a javelin with 7 medium lasers gunning for someone, they don’t panic, they shoot back. A flea or piranha however, has people screaming “aaaah, get it off, get it off!”
#25
Posted 10 August 2021 - 08:42 PM
ScrapIron Prime, on 10 August 2021 - 07:44 PM, said:
Those are all excellent 'Mechs. Just because people ignore them doesn't mean they're not.
#26
Posted 10 August 2021 - 08:51 PM
#27
Posted 10 August 2021 - 11:21 PM
Overall though I think if you plan to play a light you NEED to communicate to you're team where the enemy is and where you see them moving, we are mostly scout mechs first we get into the fights first to relay this info so our team spends less time running into the fight trying to find the enemy and more time setting up to where the enemy will be.
Sorry for the long paragraph its 2am and I honestly just don't care to try to attempt to proof read my stuff right now. XD
Also most of my work was done on a Jenner IIC. Yes no ECM sucks but with the right build and good timing when to hit and when to retreat you can do just find on a light, lights just really rely on their team to be agressive and lately alot would rather play from 1500 meters away then be "engaged" in a fight...
#28
Posted 11 August 2021 - 04:17 AM
1453 R, on 10 August 2021 - 11:23 AM, said:
That's more NA server than Weight.
#29
Posted 11 August 2021 - 04:37 AM
Bud Crue, on 09 August 2021 - 07:18 PM, said:
So don't buy or play the trash ones.. Panthers are fine Cougars work if you make them right.. even bad Locusts are ok, Spiders are garbs, No piranha are actually bad.
Work and are good.
Urbies
Adders
Kitfoxes
Arctic Cheetahs
Commandos
Piranhas
Firestarters
Javelins
Osiris (my fav lights, wish they were stronger)
Mist lynx
Incubus (are great)
Fleas
Locusts
Jenners
Jenner IIC (yes they can work..)
Wolfhounds
Garbage
Ravens
Spiders
Teenage Mutant Ninja Urbie, on 10 August 2021 - 05:13 AM, said:
maybe actually playing some lights would put them into perspective to you.. just saying. if they're gods amongst mechs you should do really great in them, no?

grass is always greener.
I have 300 mechs and 61 are light mechs.. I have no issues playing light mechs. Its why i know they are so powerful.. I prefer assaults because they are big damage but i can run lights effectively.. I have multiple of every light mech in the game..
I don't like playing light mechs because they are overpowered.. But i can play them fine.. yes some are garbage most are not.
___, on 10 August 2021 - 08:03 AM, said:
Exactly thanks for being honest.
Gas Guzzler, on 10 August 2021 - 01:55 PM, said:
There is really no evidence that this is true as far as I can tell, therefore it is pure conjecture.
There is no evidence against it either..
Edited by MechaGnome, 11 August 2021 - 04:48 AM.
#32
Posted 11 August 2021 - 05:42 AM
Please stop lying.
#33
Posted 11 August 2021 - 05:47 AM
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Hey man, I bow to your superior expertise. I hate lights. I find them to be 90% of the ilk anything they can do a heavier mech can do it better and last longer in the match. But if you believe that they are the gods of the MWO world, I am not going to try and rebut such a belief with silly things like the observable reality of game play, or statistics, or the historical record of PGI's own expressed concerns over light mech performance.
#34
Posted 11 August 2021 - 07:30 AM
MechaGnome, on 11 August 2021 - 04:37 AM, said:
So don't buy or play the trash ones.. Panthers are fine Cougars work if you make them right.. even bad Locusts are ok, Spiders are garbs, No piranha are actually bad.
Just because I feel like it, let's go over this list, shall we?
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Urbies
UrbanMechs have very high durability quirks, excellent geometry, and are graced with decent hardpoints. Mostly. Their 360-degree twist means it's difficult to get any sort of back shot on one, and their enforced low engine cap means they fight more like Adders than like Fleas - UrbanMech pilots stay with the group and scrap with larger 'Mechs. I still don't consider them to be particularly amazeballs, I stand by what I wrote in my unfortunately closed down challenge six years ago, but UrbanMechs are "good" in that they operate like unusually small medium 'Mechs.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Adders are bigger UrbanMechs with much crappier geometry, no durability quirks, no jump jets, and drastically inferior weapon hardpoints. Adders are "good" if the other team ignores them and they can rack up damage without being troubled by return fire - a situation in which any 'Mech can be considered Good. The 'Mech has exactly one noteworthy fit - abusing the Prime S08 quirks to get very high velocity PPCs. Everything else the Adder does can be bettered on a 'Mech with more weight to work with. Outside of high-speed peeps, there is literally nothing the Adder accomplishes that the Stormcrow is not significantly better for at the exact same speed. Adders are amusing meme-mobiles that have one decently neat trick and not bloody much else.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
The Kit Fox, again, has exactly one thing going for it - it can bring triple AMS and ECM in the same high-value pod. The rest of the 'Mech is thirty tons of low durability fuhgeddaboudit with awkward hardpoints. The only way the Cute Fox even registers on the radar is if the player possesses the probably-P2W Purifier pods, which more than doubles the thing's energy allotment. Purifier owners can get a semi-decent laser fusillade out of their AMS support monkey; no other Kit Fox build is worth bothering with, and any Kit Fox without the Charlie arm and its smegload of nonsense is a Kit Fox that will contribute nothing to its team.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Man. I remember when people called these things Arctic Cheaters. These days Cheetahs are, again, more-or-less limited to one single build - load the Echo variant arms up with machine guns and be half a Piranha with jump jets. The Cheetah has to pick between having a half-decent 3E backup beam spread or losing a beam to gain ECM and having to deal with things like heavy medium lasers to try and get enough damage out of its energy hardpoints to matter. Given that it has maybe half the firepower of the Doomfish without all that blurdy much more durability, I don't see a lot of folks losing fights to Cheetahs anymore. A good harasser and pursuit machine in the hands of a very capable pilot, yes - but I do the same job in a Black Lanner, and that 'Mech can start fights as well as finish them.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Commandos are bad. Yes yes, Grim has a COM-1D listed with big fat structure quirks and a handful of missiles, but let's be reasonable - Commandos are twenty-five tons of annoying nuisance without the firepower to seriously threaten any-damn-thing that isn't already badly damaged. They're tiny, somehow even smaller than Doomfish, and they have excellent agility as one might expect from a twenty-five ton 'Mech named after special forces troops. One single solid shot will either kill or cripple a Commando though, and even the best ones need to hound you forever to try and win a fight with you if someone else didn't do all their damage for them. Even as pursuit 'Mechs the Commando is lacking; everything it does is bettered by other light 'Mechs, let alone larger machines.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
I'm not even gonna bother going over the Doomfish again here. It's been covered ad nauseum elsewhere.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Firestarters are fat; they're one of the easiest light 'Mechs to land damage on. Some variants can carry decent firepower for their size, but the role of Beam Spam Twiggy has been taken over by smaller, quicker light 'Mechs. Firestarters can still work, but they tend to require either an exceptionally canny pilot who knows exactly when to pick her moments, or a sharper than usual dose of Light 'Mech Fear on the enemy's part.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
I will admit - the laser Javelin with its HSL quirk is basically a better, modern Firestarter. That particular 'Mech is an issue, though once again - only in the hands of a very canny pilot. The Javelin doesn't have the weight to run missile builds the way it's supposed to. I've seen folks try, but the missile Javelins are mostly in the same bucket as Commandos - only dangerous if you're already vulnerable. The laser Javelin has better reach and more accurate weapons, it doesn't need to commit as hard as Surmbomber Javs do. It's still a Javelin, however. Incredibly lightly armored, and 35 damage is no great enormous deal in this era of 'Mech combat.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
I like how you say "These 'Mechs are amazing and proof lights are Ohh pee" and "I really wish the Osiris was stronger" in the same post. I too wish the Osiris was a better 'Mech, it's a favorite from the MW4 days. Same with the Hellspawn, which is also unfortunately just a terrible machine in MWO. The Osiris is more or less a bulbous Javelin with terrible hitboxes/geo; it doesn't bring any more firepower than a Fire Javelin does, but it brings it in a package with less durability and no fancy quirk to give it an extra beam. Most Osiris builds have to rely on either SRMs or machine guns to fill out their beam spam, which forces them to commit harder than pure laser builds do - a task they are about as well suited for as the Javelins and Commandos of the day. Is the Osiris functional? Sure. Is it good? Not really. Is it an overpowering Turbo Menace that's choking out diversity and fun in the meta? Lolnaw.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
And we're back to another One Build 'Mech. The Mist Lynx has one und precisely vun valid loadout - octo-MG with half a set of laser spam as backup. In that role it is a slower, more vulnerable Arctic Cheetah that's easier to find and much easier to cripple at the dubious gain of roughly 25% or so extra firepower. Now I will grant, with the new jet overhaul Mist Lynxes can basically fly, and they are a ton of fun to pilot. I've had a couple of really good games in my MLX-P(I) dressed up in an MLX-G Halloween costume. I've had a great deal more games where I flit around in my MLX, unable to find a way to meaningfully engage the enemy, score a hundred-odd damage and then explode for free. The 'Mech is slow as molasses by the standards of 25-ton 'Mechs, its arms are bigger than the Statue of Liberty and fall off the 'Mech basically for free, and once the arms are gone your MLX is pretty squarely pointless.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
The Incubus is fast, graced with good geometry, and has good hill-peeking torso mounts. It is incredibly fragile and operates poorly in the short-range circle-strafing close harasser role every nitwit forces every light 'Mech into. The 'Mech can carry firepower disproportionate to its tonnage, yes. Using that firepower effectively requires the pilot to know how to hill peek, trade, engage beyond knife-fighting range, and hit and fade - all skills I see effectively zero Incubus pilots displaying. When an Incubus corner peeks at a hundred meters or insists on rushing out to try and buttrumble a Fatbro, that Incubus pilot is issuing a formal request for you to erase him from the game. When run like any other light 'Mech the Incubus loses its arms for free and finds itself crippled by the first serious return shot that lands.
Even a well-piloted Incubus that minimizes opportunities for its enemies to shoot it is hard-pressed to bring much more than forty damage a shot to the fight, and doesn't generally fight beyond medium range. if I want a midrange groundbound fast energy poker, they make a Black Lanner for that, and the Lanner has the benefit of ECM and enough armor to start fights as well as finish them.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
I'm gonna be that guy today - Fleas are a paper tiger. Stealth Fleas are in the same boat as Piranhas - they terrify less seasoned pilots whilst mostly just being an annoying speedbump to better players. Solution to Stealth Armor: if there's no blue dongle over the critter's head, it's an enemy - shoot it. The Stealth Flea carries five lasers and nothing else - even the most heavily armed Stealth Flea is five medium lasers und zat's eet. It has nigh zero ability to withstand return fire and essentially zero ability to pick fights - it's purely a scavenger and a mugger-of-opportunity. The only time Stealth Fleas are bad news is in Conquest, where a pilot who focuses on winning the game can be excellent for keeping ahead of the cap.
There's exactly one other Flea worth talking about, and surprise! It's the 7E beam spam Flea, which carries enough SPLs that an extremely excellent pilot with fantastic command of the 'Mech's native M.A.S.C. jukes can engage in light brawling and close-range skirmishing. Again, however - one solid hit will kill or cripple even Senor Smallbeam Spam, and in Puglandia the odds of being able to land that hit are much higher than in comp play where any Flea pilot is assumed to have Captain Falcon level jukes.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Locusts are even worse off than Fleas. The only one you ever see is the Pirate's Bane, which is even more poorly armed than the Stealth Flea. Yes, the Peanut Butter Lolcust is faster than Stealth Fleas. Ahem: who cares? To the average Puglandian, the difference between 137kph pre-Tweak and 153kph pre-Tweak is entirely academic and more than made up for by the Flea's superior armament and mildly better hitboxes. Remember - the extra half-ton you lose to taking Stealth Armor over Ferro on these twenty-ton twigweights is not a trivial loss. Pirate's Banes aren't even good pursuit backstabbers - their armament is so **** that even targets with opened-up asses can usually take a broadside or three from a Peanut Butter on their structure alone. And the non-stealthy Lolcusts may as well not exist. Not even GigaQuirks could save those things.
Hell, I'm not convinced Mixtech could save them - Mixtech might make the missile boat Lolcusts (c'mon, Fasa/Catalyst. Really? missile Locusts?) at least playable with half-weight missile launchers, but beyond that no Locust that isn't beam spam is even valid. The Sphere does not have a valid light ballistics machine gun splooger, which is fine because the Clans do not have one single answer to the Wolfhound.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Jenners are trapped by technology. Most of them don't really have the hardpoints to compete well with other light 'Mechs, and their geometry is well known to be absolutely terrible. You can shoot the CT on a Jenner from anywhere on the battlefield, even if the Jenner is behind something. Jenners want to be super fast to make that difficult, they want to be jumpy to make that even more difficult, and they want the heaviest weapons loadout they can take to minimize their need to expose. They cannot generally have all three. A groundbound Jenner is just a worse-in-all-ways Wolfhound and a slow Jenner is a dead Jenner, so they're typically underarmed for their size. Which feels weird considering the Jenner's canonical status as a very powerful fast striker, but eh. They're also made of heat problems. Enough durability quirks may salvage the blurdy things, but even then they're limited by Founders-era ****** hardpoints. They simply can't carry enough firepower to be a significant threat on the field.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Jenner-IICs can indeed work - as fragile strikers almost entirely eclipsed by the Arctic Wolf. Surmbomber JIICs have the same problems as sphere Jenners - you get speed, hops, or boom, pick two. Don't pick hops? You'd be better off in an ACW. Don't pick speed? Welcome to being dead. That means no boom. The Arctic Wolf has better geo, better weapons, and significantly higher durability for not much real cost in speed - a JIIC going much slower than cXL280 is just a bad Arctic Wolf. The beam spam JIIC is an Incubus except twice the size for not much gain whatsoever in durability or payload, and the two mixbabies have all the regular Sphere Jenner's issues with bad payloads and being made of heat problems compounded by Clan weapon heat problems. Again - functional? Yes. Good? No. Meta-defining, diversity-choking lords of war. Not even in jest
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Here we go. yes, Wolfhounds are actually good. With the same caveat that applies universally to the entire light 'Mech class - "in the hands of an exceptional pilot, elsewise you're better off in almost anything else." Wolfhounds are good mostly because they can actually take a punch, possibly even two. It is difficult to cripple a Wolfhound with a single heavy hit, and they're much more resistant to the armor attrition that rapidly eats away other lights. They can (mostly) carry reasonable firepower for their size, and all variants focus on literally the only thing Sphere light 'Mechs can do well - beam spam. Even the Grinner owners tend to forego stealth nonsense in favor ofenough energy weaponry to actually impact a fight. Wolfhounds, when kitted properly and piloted very well, are good for exactly one reason - they can start fights instead of limiting themselves solely to finishing them. If they're very careful. And even then - most of what one does on a Wolfhound can be done with much greater success and consistency on a Crab, for the average Puglandian.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Ravens
Spiders
Amusing how Ravens made this list despite being better than half the things on your "Totally OP nerf nao" list. Perpetually underarmed, yes - but with better geo than Jenners and many other weirdly shaped 'Mechs and pretty good hardpoints for distance poking. Ravens are the only Sphere light 'Mechs that people pull the same builds they try on Adders or Cougars on the Clan side, and the 'Mech can pull those off basically just as well as the Clan's overfat lightweight gunboats.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
I own 190 'Mechs. I regularly play perhaps thirty of them, if 'regularly play' means "Owns 'Mech, has loadout/skills, comes up once or twice every few game sessions." 'Mech ownership count means precisely zilch-all nada. Virtually everybody left in this game owns over a hundred 'Mechs, and ain't nobody plays them all. And frankly, if you could "run lights effectively" you'd know the massive issues they have with finding a non-suicidal engagement and looking for an opening to leverage whatever firepower they chose to bring.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Jarl's List says otherwise. And while Jarl's List is not a definitive tool for determining validity in an argument, if you're going to do the classic Internet nerd thing and claim to've mastered seven different martial arts? You should probably pick "martial arts" that other people don't have a means of going and verifying independently. Your Light Fu needs work, Gnome.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Man. Everybody needs their sarcasm meter calibrated. My Black Lanner(s) can deal 50 damage with lasers, move over a hundred KPH, and tank half a dozen solid hits. Does that mean the Black Lanners are invincible war demons unable to be slain by mortal man? if so, man. I wish my Black Lanners knew they were supposed to be invincible war demons...
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Come on, Gnome! You cannot be serious with this ****! "Light 'mechs are stupidly overpowered, but nobody except me knows it because only noobs run light 'Mechs so their Jarl's numbers are lower than they should be!" Even someone as married to their wild conspiracy gesticulation as you are should be able to read that sentence and realize how absolutely ludicrous and nonsensical it is.
The issue is not light 'Mechs, Gnome. The issue is your godawful Australian Internet connection and your insistence on playing on the NA servers over the Oceanic servers, your probably-not-phenomenal aim, and your psychological hang-ups with light 'Mechs being invincible. Seriously. This is getting old.
Have you ever tried doing things to adjust your performance? I recently switched my mouse sensitivity from the default 1 to 0.7, after hearing about three hundred players recommend decreasing the default sensitivity and after finding myself clicking the "Decrease DPI" button on my mouse whenever I tried to use Advanced Zoom. The difference has been honestly remarkable. I'm missing drastically fewer shots to spastic overcorrection, and my long-duration laser burns have gotten a lot more reliable. I recently finally figured out a build I like for my inexplicably-there loyalty NTG-H, and the decreased sensitivity has provided a massive increased in Gauss rounds on target. Even against light 'Mechs - it's amazing how fast a Piranha finds somewhere else to be after taking a double Gauss blast to the literally anywhere. It's been super helpful and I wish my stubborn hadn't kept me from trying it for so long. Give it a shot, if you haven't.
#35
Posted 11 August 2021 - 07:50 AM
1453 R, on 11 August 2021 - 07:30 AM, said:
It's feast of famine with this one. I had some unreasonably good scores with them, despite having played average, and I had averge scores despite an incredible performance. And I had 0s when I made mistakes.
It may be a light Mech with the qualities and weaknesses of that class taken to an extreme.
MechaGnome, on 11 August 2021 - 04:37 AM, said:
Not according to your stats. You perform notably worse than usual when you have a higher percentage of matches in light Mechs.
And last month you made a 140 matches (maybe more) and not even 10 of them were with light Mechs.
#36
Posted 11 August 2021 - 07:56 AM
Shame, really. But yeah, I can vibe with that description of the incubus. "The light class' strengths and weaknesses both taken to their extreme."
#37
Posted 11 August 2021 - 08:03 AM
#38
Posted 11 August 2021 - 08:24 AM
Bud Crue, on 09 August 2021 - 07:18 PM, said:
I'll have you know I was the last man standing, and one of the highest damage doing players just yesterday in my Cougar.
It's by no means consistent, in any light, as I got TKed in my Pirahna a few games before after doing double digit damage numbers because some panicy, trigger happy team mate freaked out when he saw a light standing near him. But that's the price you pay for getting those 5 kill games.
Played all the lights all day yesterday (even the "bad" ones) and had a blast!
#39
Posted 11 August 2021 - 08:41 AM
#40
Posted 11 August 2021 - 09:01 AM
___, on 10 August 2021 - 08:03 AM, said:
Ha! I love this one.
If they're OP, just hop in any old light and blast your way to the top of the leaderboards.
Glory is yours!
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