

Is There A "role" For Lights These Days?
#1
Posted 16 April 2023 - 10:42 PM
I used to play a fair bit. Wasn't terribly good, but I had fun. Then it stopped being fun and I haven't played for 3 or 4 years I think. I was usually a light pilot as I found them the most fun, but also played a few heavies.
Had my first 3 games last night, trying to adjust to things that have changed. I just kind of waited for the fighting to start, then ran around among the enemies, or kept lights away from my teams heavies and assaults.
Anyway, at one point us lights were thanked for doing nothing. I think I was the only light, maybe one other? Got told that if we want to be assaults to pilot assaults.
I know there's always been a difference of opinion here, and there are different game modes and situations that call for different things, but just wondering- is there currently a "role" lights are supposed to fulfill?
#2
Posted 16 April 2023 - 11:28 PM
#3
Posted 17 April 2023 - 02:27 AM
In the end it's all a ton of variable's and playstyle. I usually get owned cuz I like playing assaults. I'm good at it, but usually set up for brawling cuz I hate the long range sniper/missle meta. I really dislike that more than all those who say lights are to OP and need to be nerfed.
It's up to me and how I play. Adapt and survive or die as I like to say.
(but I really do dislike the sniper game)
#4
Posted 17 April 2023 - 03:49 AM
#5
Posted 17 April 2023 - 09:08 AM
but yeah still lots of things for lights. the only real time i will gripe is when you have situation were you need fast movers to go deal with something (say an enemy light on your cap point) and they refuse to do break off and deal with it.
the only light mech i ever play is the Urbie so i can't really say much about the class as a whole. mechs that move over about 100kph tend to give me me a headache when piloting.
#6
Posted 17 April 2023 - 10:12 AM
Sometimes, getting a pretty green up arrow means you need to keep an eye on your assault mechs from getting gangbanged by 3 lights
Sometimes getting a pretty green up arrow means you just annoy the **** out of their assaults
But all of the time, you should listen to teammates with a grain of salt, because people love playing the blame game
#7
Posted 17 April 2023 - 11:01 AM
Lights kill Assaults.
Assaults kill Heavies.
Heavies kill Mediums.
Mediums kill Lights.
#8
Posted 17 April 2023 - 12:39 PM

#9
Posted 17 April 2023 - 01:57 PM
#10
Posted 17 April 2023 - 05:04 PM
#11
Posted 17 April 2023 - 07:01 PM
#12
Posted 17 April 2023 - 07:58 PM
Raffen Volt, on 17 April 2023 - 07:01 PM, said:
I regularly get 600dmg and 2-3 kills in my locust. I rarely exceed 1,000 damage.
#14
Posted 17 April 2023 - 08:10 PM
Raffen Volt, on 17 April 2023 - 08:05 PM, said:
Snub Locust 1v or Locust 3m with 2 med pulse 3 er small.
Max armor, structure, cooldown, speed tweak..the rest is whatever you want.
Biggest xl engine.. no ams.
Edited by feeWAIVER, 17 April 2023 - 08:14 PM.
#15
Posted 17 April 2023 - 08:22 PM
Raffen Volt, on 17 April 2023 - 08:05 PM, said:
Even Light 'Mechs with low burst and dps can make up for it by being fast and small enough to always shoot when heat allows. Bringing a pair of strikes and/or cool shots is often a requirement too.
#16
Posted 17 April 2023 - 11:35 PM
#17
Posted 18 April 2023 - 12:14 AM
So they have the same roles that they had when you left. They punish assaults that don't put defense weapons on their arms by humping their legs. They punish LURM boats for not having defense weapons by humping their legs. They punish people for dropping their back armor by hitting them from behind. They punish poor communication by being enough of a nuisance to have half the group chase the squirrel.
#18
Posted 18 April 2023 - 01:46 AM
Cheers
#19
Posted 18 April 2023 - 03:10 AM
Brawler Skirmishers: Armed with short range weapons like smallish lasers and SRMs mostly, they go in dish out a surprising high DPS and get out as soon as things get too hot.
Harassers: Armed with medium to long range weapon they take advantage of their increased mobility and pelt the enemy with a constant rain of PPCs or large lasers, the damage does add up if you play a whole match but due to this game style tending to have you switching targets all the time and the difficulty of focusing a component from afar leads to low kill ratios. That said harassing the right enemy mechs can keep them suppressed for the whole match which can be immensely useful for your team to take the lead. The key to play this type of mech is to remember you are to disrupt the enemy long range DPS dealers, if you don't then the reduced DPS you bring to the table will be a handicap for your team.
#20
Posted 18 April 2023 - 03:18 AM
As such, I play lights much the same way I do heavies, fighting from cover and/or the flanks in frontal engagements against enemies that are looking in my direction and shooting back, with occasional brawls with weakened or unexpected opponents. This requires slower tanky lights that can carry actual firepower. I'm having a grand old time with my COU-E and KFX-C with the stock omnipod quirks and big energy weapons. Both of those have pulled multiple 1000+ damage games (and I don't use strikes) and countless top match damages aside from that. So, for me lights fulfil the damage dealing role of heavies without the expectation of standing at the front sharing armor.
However, after trying all IS lights, I'm embarrassed to say that I can't get any IS light to work well. I just can't get a good mix of firepower and range from them. Also, all three of their engine choices have serious drawbacks when trying to shove one in a fragile little mech with low available tonnage. Basically, any game where I drop in an IS light I would have done 30-50% better in a Clan light.
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