SharDar, on 11 January 2022 - 08:45 AM, said:
In my last game we played the manifold and the 4 "assault" mechs on my team were all on the wall plus one who was a disconnect. That leaves damn little tonnage in the middle to try to do anything, particularly with their snipers long-range mechs on the walls keeping us pinned down.
Instead of arguing whether this happens or not, what do you suggest I do with a mech loaded with SRMs? How should I play this?
As a side note, I would like to note that the tone of these discussions gets pretty negative very quickly. Can't we be a little more positive when discussing this stuff? Demanding proof is not really helpful. It's too hard to get screenshots when I'm trying to play. Can you please just accept that I'm not lying? Also, when we post about perceptions, we realize that is not proof. But enough people with similar perceptions seem worthy of consideration.
This is basically the problem. There are usually two lines and play whack-a-mole. When lights, which mostly have short-range weaponry, try to do anything they take damage or have to run off quickly once firing and most likely take damage as well...or get killed by other lights who are bored sitting behind the lines.
The light mech class has become more and more obsolete. The bigger lights can take some more damage but they are not agile enough, thanks to the changes on attributed with the skill tree addition and the re-sizing, to dodge much damage.
Currently the only advantage is you get faster from point A to B (in most lights) and trade it for...less dps/alpha, less structure, less armour, etc
Brawling in general: I still think that when a brawler comes into range, it is game over for the sniper. However, they suffer of course also heavily from the whack-a-mole style played currently