rythex, on 10 November 2012 - 02:46 PM, said:
Trust me, I'm not the only one with these problems, PGI says they'll have a fix in a few months. <shrug>
I don't need anymore kills, I'm at 1-3 kills/match 4/5 assists typically during a good game, I'm just wanting a level playing field for all players
The lady doth protest too much, methinks
Here are my thoughts as somone who pilots a jenner.
1. Once knockdowns return, you will see fewer of the rambo scout mechs. This needs to happen. However, remember this is a two way street. If anyone smaller than an atlas (and even they can be knocked down) gets out of position, and gets pancaked and destroyed they better no come back complaining.
2. Collisions still do damage. Whoever said they don't is either lying or just plain ignorant. It seems that at the beginning of the match someone always taps me doing damage to my legs. This is further compounded by the damage I take from 5 foot drops and moving over terrain. By the end of every match it seems both my legs are without armor and a mere laser strike from death. I have used this against other scout mechs and cicadas. A few laser hits to already damaged legs and they are easy kills.
3. I never fight any larger mech one on one, unless it is a lrm boat. Sometimes I will work with a larger mech and attack the back of their target while they are engaged. I primarily spend my time hunting other light mechs because with our relative speeds they don't seem to hard to hit, or harassing the aforementioned lrm boats to keep them off my teammates.
4. Streak SRMs still seem to do plenty of damage to me. I am not complaining. They were certainly overpowered when they only and always hit the same location, and there does need to be a counter to a harassing mech. However, these still do good work against scouts. I tend to avoid other mechs with streaks like the plague, unless I have help.
5. Gauss rifles and lrms are not to be used on scouts. Save the ammo for a larger mech, unless the scout mech is without cover. Often I find my team down by 1 player 25 seconds into a match because some light foolishly ran into the open and was barraged by lrm fire. I rarely take lrm fire because I move to cover the minute I see the warning. Further, would you use a large caliber bolt action rifle to clear a building? No, a SMG or short barreled shotgun would be a better choice. The same applies to the gauss rifle. Using fast cycle weapons like small and medium lasers work best in tight areas where a scout mech can be a real threat. You may get a hit on me as a pass through your field of view, however, this is at the expense of missed shots, my lasers hitting you, and a barrage of lrms from my teammates. An even better option would be to work with a teammate. This isn't a run and gun type of game where one player can rack up 50 kills just by being a faster shot. A lone mech is a juicy target for the other team. It's not too hard to stick with a buddy and coordinate fire.
6. Finally if a scout gets to you and you are alone, keep moving. Those that stop i simply get behind them and core them through the back. If they move slow I usually alternate between forward and reverse to keep behind them. IF you do stop put your back against a wall or building so the scout has to remain in your field of fire.
Anyways, I hope these tips help other players, both those who pilot scouts and those who are troubled by them. It is just my two cents. But they have worked well for me since I started running scout mechs back in closed beta. Mind you this was with knockdowns and before the introduction of DHS, FF, or endosteel.