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Handling Light Mechs

Help Me Question

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#1 Tama0554

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Posted 07 June 2023 - 12:38 AM

Hello, MechWarriors.
I usually pilot Medium to Heavy-class mechs, and I often find myself using Dakka builds.
It has been about a year and a half since I started playing this game, and I feel it's time to broaden my playstyle and venture into new territories.
As a first step, I'm planning to start using Light Mechs.
Therefore, I would like to ask for tips, strategies, and any other advice for playing Light Mechs. Additionally, I'm aware that there are already some excellent guides posted on the forum, but I'm curious if they are still relevant as of June 2023.

For reference, I currently own the following mechs:
(Although I bought them, I haven't been able to muster the courage to use them yet...)

- FS9-A
- JR7-D
- LCT-PB
- MLX-ED
- UM-R80
- WLF-GR
- COM-2D

I'm not very good at English, and the previous message was all translated using an online tool.
I apologize if it was difficult to read.

Edited by Tama0554, 07 June 2023 - 12:45 AM.


#2 Chryckan

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Posted 07 June 2023 - 01:25 AM

Run fast.
Shoot them in the back.
Get stuck on terrain.
Die standing still.

The life of a light mech.

#3 epikt

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Posted 07 June 2023 - 06:43 AM

If you haven't already read it, Krivvan's guide is really good. It''s a bit old so not really up to date meta-wise, but still relevant for all the other advice.
Also have a look at JP Jango's movement guide:



Of the mechs you already own, imho the best are the Firestarter-A and the Urbanmech-R80 - mostly because snub PPCs are so good. The Locust-PB is also a good stealth mech, better than the Commando-2D in my opinion.
The Mist-lynx-ED is a fun mech, and since it's an omni you can do all classic Lynx builds.
The Wolfhound-GR is out-shinned by other Wolfhound I think, and is for you only if you value ECM over fire-power.
As for the Jenner-D, it's a bit outdated, and it's a shame because I love this mech (dear Cauldron, please make this mech useful).

#4 TheCaptainJZ

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Posted 08 June 2023 - 04:59 AM

Tama, the translation is perfect.

Yeah the Urbanmech will be the easiest one for you to adjust to because it plays more like a medium. Slow for a light, serious armor buffs, make sure to upgrade the engine because the stock 60 rating is pathetic. Neat feature, though not very useful in practice: 360 degree torso spin.

Most lights (Inner Sphere) use XL engines because tonnage is at a premium. That also means you die if you lose a side torso, so keep moving and not in a straight line. The Commando and the Pirate's Bane can both carry ECM and equip Stealth armor. That also takes quite a bit of tonnage away from your builds, but can be worth it. I usually see the PB as a small laser boat and the COM as a missile boat. The Commando was my first mech and it is honestly one of the weakest lights. You never ever saw any other Commandos, only the 2D because of the ECM capability. Because of that, it can be used today.

#5 Chryckan

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Posted 08 June 2023 - 08:30 AM

A more forgiving way of learning lights is to get a fast, agile medium mech like the Phoenix Hawk and others. They play very much the same as a light mech but has a bit more armour and health making mistakes a bit more forgivable.

#6 Tama0554

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Posted 30 June 2023 - 09:22 PM

Thanks all!

#7 Void Angel

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Posted 19 July 2023 - 02:21 PM

As you increase your level of skill, you should focus on being unpredictable in your movements - and aware of where the enemies are.

For example, if you must cross in front of an enemy Battlemech, moving side to side as rapidly as possible (from the enemy's point of view,) is good: it forces them to lead you more in order to hit you with projectiles, and it usually prevents those projectiles from all hitting the same part of your 'mech. In general, the faster you are moving, the more inaccurate the enemy's fire will be - and if you swerve back and forth, it can be hard for them to lead you with projectiles, or track you with lasers.. So for Light 'mechs, speed is life, and you want to weave and zig-zag whenever someone might shoot at you.

But there is a danger: imagine a tangent - a line that intersects a circle only at a single point, like a wheel sitting on a flat plane. If the line is where an enemy Battlemech is aiming, the point at which it intersects the circle is also where a Battlemech turning along that circle is effectively motionless for the purposes of being shot by that enemy 'mech. So whether you are dodging enemies or circling an isolated Assault 'mech, it's vitally important to know where the other enemies are, as well as the one you are dodging.

I realize that some of this may not translate well, so please let me know if I should explain it a different way.

#8 Pretty Boy

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Posted 19 September 2023 - 08:58 PM

I've been primarily piloting Javelins for the last few months and I love them

The key to success is picking your engagements. Use your speed and the terrain to your advantage, never commit if you can see a cockpit, and dive out as soon as they turn to face you.

UAVs are your best friend. They will give you a lot of info about enemy movements when you need to decide whether to engage or bug out.

The early part of the match your role is to scout and distract. Play the outskirts and get visuals on enemy formations so your team knows where to go. If you can get behind enemy heavies, a few good hits is all you need to get their attention, and if they break off to chase you you can easily outrun and outmaneuver them into isolation. Dont worry about getting kills, just take free damage where you can and bolt as soon as they look at you.

Mid to late game you can shift to a more aggressive role. Watch your mini map for any sort of little skirmish and jump in to help your team. Turning a 1v1 into a 2v1 or a 2v2 into a 3v2 has a huge impact on the outcome of the fight. It's also where you're going to rack up your damage numbers and kill count.





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