Whats The Most Powerful Lance Composition In The Game?
Started by Jelan, Dec 27 2025 02:53 PM
9 replies to this topic
#1
Posted 27 December 2025 - 02:53 PM
I'll start with a full lance of Pirates Bane and/or Firemoths, they have more armour than any other mech in the game if they don't stand still due to the shocking hitreg issues and their damage to weight ratio is greater than any other mech.
#2
Posted 27 December 2025 - 03:07 PM
1st place: the lance that is effectively communicating and cooperating with each other and team, running synergistic and effective builds, focusing fire, rotating fresh armor... you know, playing well
2nd place: whatever lance is shooting at Jelan
2nd place: whatever lance is shooting at Jelan
#3
Posted 27 December 2025 - 04:00 PM
Negative, whilst team play is OP. It doesn't override the terrible implementation of lights in this game. Glaringly highlighted by the hilarious posts by PGI that we've playtested the FMT and its fine, despite Locust having over 100 armour on their legs in the current implementation
#4
Posted 27 December 2025 - 11:03 PM
I dunno, we feel pretty darn fragile against people who don't wildly wave flashlights around at us, and can land shots.
We're just better at finding openings that people leave for us. Yknow, because fast.
Like this.
Or like this.
Or this.
www.youtube.com/watch?v=1uWWsRf14zI
Can't do anything against a wall of guns though. If anyone's minimally competent our legs explode.
We're just better at finding openings that people leave for us. Yknow, because fast.
Like this.
Or like this.
Or this.
www.youtube.com/watch?v=1uWWsRf14zI
Can't do anything against a wall of guns though. If anyone's minimally competent our legs explode.
Edited by GreyNovember, 27 December 2025 - 11:04 PM.
#5
Posted 28 December 2025 - 03:08 AM
Same as it always was, as far as soup (quickplay) goes, if you care about versatile and stable results.
3-4 mid-range dakka or lasvom mechs, having enough alpha or dps to CT core/XL check any singular mech if several people shoot it once or twice.
1 mech can be dedicated to hunting down and 1v1ing the occasional annoying light, to prevent it from wasting time of your heavy-weights. But that's optional.
Second best option is a sniping group, but that requires more effort and game-knowledge. And you still can get unlucky with map spawns and your team dying too fast, if they refuse to congregate around your group. Pug-whispering and having enough patience to do it basically every single match is a must. When things work out it's the easiest match ever. When they don't, you just watch people spread around the map and suicide 1 by 1, while your group is doing the workload of 12 people, before being eventually overwhelmed.
Brawling/close range groups are fun but less effective, since most of the time you have no luxury of cover and have to bleed armor to get to the reds. Which can lead to you dying ahead of your teammates of questionable quality, and them being unable to capitalise on your effort.
That's the main reason why upper bracket of the few good players prefer not to play CQC much, fun as it may be.
Especially when players of this game have no concepts of overwatch and trading opportunities in their heads. Too many people are hiding for no reason when somebody beside them is being shot already, missing their chance to do damage.
Teammates would rather give up, blob-up in the low-ground and die in a fetus position.
PB would be one of the worst mechs in the entire game if it didn't have stealth. That's all it has going for it, the annoyance factor and the gimmick of being hard to track their square position. You don't need more than 1 or 2 at most in a group, having more is throwing your tonnage away just to be silly.
Firemoth is much better by comparison, but still not as scary as something like a group of MPL Vulcans or Wolfhounds used to be in the maintenance meta days. Although it's hard to compare because nowdays you will not find a group of good players running 4x FMTs (maybe once in a while endevour).
I would find 4 light poptarters much more annoying and dangerous. Cause they tend to make pugs way too scared and give up easily.
Are you saying that lights are so good (by default) it doesn't matter what they fight against?
That makes no sense.
What's not fine about it?
Why are you lying? Is that "lights op" delusion clouding your mind or vision?
34 armor + 11 structure (with maxed armor and structure skills) = 100 armor?
3-4 mid-range dakka or lasvom mechs, having enough alpha or dps to CT core/XL check any singular mech if several people shoot it once or twice.
1 mech can be dedicated to hunting down and 1v1ing the occasional annoying light, to prevent it from wasting time of your heavy-weights. But that's optional.
Second best option is a sniping group, but that requires more effort and game-knowledge. And you still can get unlucky with map spawns and your team dying too fast, if they refuse to congregate around your group. Pug-whispering and having enough patience to do it basically every single match is a must. When things work out it's the easiest match ever. When they don't, you just watch people spread around the map and suicide 1 by 1, while your group is doing the workload of 12 people, before being eventually overwhelmed.
Brawling/close range groups are fun but less effective, since most of the time you have no luxury of cover and have to bleed armor to get to the reds. Which can lead to you dying ahead of your teammates of questionable quality, and them being unable to capitalise on your effort.
That's the main reason why upper bracket of the few good players prefer not to play CQC much, fun as it may be.
Especially when players of this game have no concepts of overwatch and trading opportunities in their heads. Too many people are hiding for no reason when somebody beside them is being shot already, missing their chance to do damage.
Teammates would rather give up, blob-up in the low-ground and die in a fetus position.
Jelan, on 27 December 2025 - 02:53 PM, said:
I'll start with a full lance of Pirates Bane and/or Firemoths...
PB would be one of the worst mechs in the entire game if it didn't have stealth. That's all it has going for it, the annoyance factor and the gimmick of being hard to track their square position. You don't need more than 1 or 2 at most in a group, having more is throwing your tonnage away just to be silly.
Firemoth is much better by comparison, but still not as scary as something like a group of MPL Vulcans or Wolfhounds used to be in the maintenance meta days. Although it's hard to compare because nowdays you will not find a group of good players running 4x FMTs (maybe once in a while endevour).
I would find 4 light poptarters much more annoying and dangerous. Cause they tend to make pugs way too scared and give up easily.
Quote
...whilst team play is OP. It doesn't override the terrible implementation of lights in this game.
Are you saying that lights are so good (by default) it doesn't matter what they fight against?
That makes no sense.
Quote
Glaringly highlighted by the hilarious posts by PGI that we've playtested the FMT and its fine
What's not fine about it?
Quote
despite Locust having over 100 armour on their legs in the current implementation
Why are you lying? Is that "lights op" delusion clouding your mind or vision?
34 armor + 11 structure (with maxed armor and structure skills) = 100 armor?
Spoiler
#6
Posted 28 December 2025 - 03:56 AM
Jelan, on 27 December 2025 - 04:00 PM, said:
Negative, whilst team play is OP. It doesn't override the terrible implementation of lights in this game. Glaringly highlighted by the hilarious posts by PGI that we've playtested the FMT and its fine, despite Locust having over 100 armour on their legs in the current implementation
The fresh LCT-1V(S) Locust:

As you can see, the fresh LCT-1V(S) Locust has 27 points of armor on its leg and +11 points of armor coming from the quirks. The total is 38 points of leg armor.

Even with all armor skill nodes unlocked, the situation is not much better.

All you have to do is to destroy one leg to cripple that Locust. A quite easy task in your assault 'Mech with all that firepower it packs.
Edited by martian, 29 December 2025 - 12:47 AM.
#7
Posted 28 December 2025 - 08:03 AM
Oh he's primarily an Assault player, I see.
https://leaderboard..../search?u=Jelan
As long as you don't play like this
Or run builds that have zero ability to defend yourself at close range, we shouldn't be able to just run at you with impunity, and have to take a gamble on fighting you 1v1.
But if you can't aim at a small moving target and consistently land damage where you want it while also trying to twist and defend yourself, I get it.
I also have terrible, terrible aim when I'm in a tense situation trying to quickly snapshot.
If he has friends, and you don't, you're on a clock.
If you DO have friends, it's much easier.
https://leaderboard..../search?u=Jelan
As long as you don't play like this
Or run builds that have zero ability to defend yourself at close range, we shouldn't be able to just run at you with impunity, and have to take a gamble on fighting you 1v1.
But if you can't aim at a small moving target and consistently land damage where you want it while also trying to twist and defend yourself, I get it.
I also have terrible, terrible aim when I'm in a tense situation trying to quickly snapshot.
If he has friends, and you don't, you're on a clock.
If you DO have friends, it's much easier.
#8
Posted 28 December 2025 - 12:22 PM
Four Lokis and call it a day. Maybe get spicy with a Vulcan or Wolfhound to expose some backs. Lights are cool and all, but for mindlessly farming games I'd prefer to have more than one alpha's worth of forgiveness on each of my lancemates. For wolf packs specifically, maybe something closer to four Black Lanners? I heard their 8 Heavy Medium setup was decent.
#9
Posted 28 December 2025 - 02:26 PM
Stop answering the question as if if was asked in good faith waiting a first degree response.
This thread was open by yet another whiny heavy/assault pilot unable to deal with lights, and should be treated as such.
This thread was open by yet another whiny heavy/assault pilot unable to deal with lights, and should be treated as such.
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