BLOODREDSIN, on 18 September 2021 - 02:16 PM, said:
Who is "we" ?
The Panther huh? Care to link me to the context or explain the situation you speak of cause theres no way in hell a panther ran up and brawled anything heavier than itself to death with that lopsided 1 arm wonder. Now it might have sniped something with PPC and got a easy killshot on a damaged mech or something but i am waiting to hear more of this legendary tale.
And the Jenner tale... yea well look, a wolfpack of lights makes a hell of a lot more sense than 1 light running up and soloing anything heavier than itself. Big difference. And again - you left out the details.
The rant at the end? Wasnt a rant just telling him the facts. Not everyone around here is a dummy. Hes on here trying to spread dis information that people flat out know is BS. This has been done many times by the same people. This time someone got called out on it.
I am assuming you have zero other tales of these super light of lore? I am expecting to hear tales of lone piranhas,fleas, locusts, and urbanmechs completely ****** medium heavy and assaults according to your book.
Me and Patton have made posts in other threads busting the "lights are scouts" myth.
As for the Panther, there's this from Sarna:
"Their first large-scale use by Kurita warriors came during the First Succession War in the battle for Quentin, when the 2nd Legion of Vega used their
Panthers to severely maul the slower, heavier 'Mechs of the 42nd Avalon Hussars while avoiding return fire." - Sarna cites Technical Readouts 3039, 3025 revised, and 3050 upgrade for the paragraph this was taken from.
And for the Jenner - while it's true that the example I cited was about a wolfpack, it's still not impossible for a good light pilot to beat out an assault in lore. The JR7-D, using tabletop damage values, has an alpha of 28 points. The Atlas' default back armour in tabletop (MWO doubles armour values compare to tabletop) is 10 on a side torso, 14 on the CT. 21 and 31 for the underlying structure respectively. Before crits, you can easily open up a stock AS7-D in a stock JR7-D from the rear, and if you don't hit the CT you're definitely cooking off some of their ammo.
Honestly, though? That's besides the point. MWO is fundamentally an arena shooter with mechs, and every option available to the player should be a viable pick with strengths and weaknesses. The way MWO is set up, "assaults win everything" wouldn't lead to a good experience. Lights have to be viable and enjoyable to play, regardless of lore.