Codejack, on 05 December 2012 - 04:21 AM, said:
So... if your lights beat their lights, then you win? So we're back to light mechs being the most powerful mechs on the field; how is that right?
No, of course not that's just silly talk.
However, most competitive units will agree that often, scouts
can be the most important mechs on the field - Iirc it was Glory (or was it Gauss Dragon?) who expressly stated this in the most recent RHoD pod, and I agree wholeheartedly.
It all depends upon how you define "powerful". The way most pugs see power is different to how a unit will, just because someone with an XL300 can run ring-a-round your Atlas in some random game doesn't equate to "most powerful mech in the game".
Against a team who know their business, attacking a force of enemy mechs with a scout is a quick way to suicide, even trying to attack 2x will cause you more damage than it is often worth, unless your attack is meant to achieve some larger aim (like delaying reinforcements, drawing forces off the front-line, etc..).
By thier nature, scouts operate away from the main body, so it's easier to locate and hit a Light with a Light than it is to hit a medium or heavy - Because that Med/Heavy is going to be with all his buds, all of them keeping eyes-out and hitting you the second you pop up.
Yes, a well used scout is a very powerful asset on the field, but just going for balls-out kills?
No, it's silly to use a scout for a heavies' job.
Back on to your point though; If your Lights beat their Lights then you have a number of natural advantages;
1) First-kill syndrome; Once you've gained a kill, the enemy now have to kill 2x of yours in order to win, this is an advantage.
You can retreat into cover and force them to come to you, to push into your defensive set-up
Knowing the map, you can often predict how they will come, and all the good things that flow from this.
2) You have a greater degree of map control, just like it has always been since before ECM.
When your scouts are free of harassment from enemy scouts, you can scout out their positions and unit-comp in relative safety, getting locks, LoS and otherwise relaying intel over comms.
3) Related to #2, you can dictate the terms of the engagement. You can feint, giving the enemy red blips in one spot and the main body manoeuvring elsewhere, you can get eyes on the enemy and predict where they will come at you (and come at you they will, given you're at least one kill up on their tally).
You can hit the enemy cap (or other objectives when new modes are intoduced), forcing the enemy to send heavies or mediums back to base to deal with you, then scooting out to leave a slow mech stranded, or even 1v1'ing him to give you an even greater numbers advantage.
4) Back-harassment - This is the closest aspect to what you were talking about, and that is once the main engagement is committed to, you can circle around and start hitting the backs of enemy mechs.
With all the megatonnes of fire-power flying around, you won't get a bunch of kills (and ask any half-decent scout pilot how many kills they bag in a typical competition-drop, I'd say they're lucky to get more than 2x, and that's if he kills both enemy scouts with no help from his wingman), because it's more likely that a bigger mech will get those killing-blows, but you will help weaken the enemy, and it's possible that a brawl that was going badly could be turned around and narrowly won by 2x very good light pilots swarming an enemy at the right time -
If you are free of the enemy scouts first.
Conversely, if you let the enemy scouts
beat you, then you've just handed the enemy all the advantages listed above and more that I haven't gone into.
Well done! Bet your team's happy you came along!
So in summary, the reason most people QQ about scouts being the most powerful mech in the game is because they've made a dumb move (it happens to all of us at times) and gotten separated from the pack or pushed too far ahead of the formation, and because they're not on comms, so when that Jenner focusses on you, you can't ask for help or nobody is willing to give it.
But if you get on a real team and try those same shenanigans that serve you so well in pubbie games, then you'll be toast, sharpish.
Scouts are powerful for altogether different reasons in real matches, some of which I have tried to outline in this post for you.
Netcode is bad for everyone in this game, that scout you can barely hit is struggling equally to hit your scouts too, don't forget - and the lagshield is as strong in your team's supa-speed Centy doing 130 as it is for my team's Jenner or Raven.
Edited by BigJim, 05 December 2012 - 05:08 AM.