Piloting A Light.
#1
Posted 13 January 2013 - 09:42 PM
Was just wondering if anyone had any advice on how to succcessfully pilot a Light 'mech (properly) ?
Ive tried my hand at it (Commando 3D?) and it was quite enjoyable weaving in and out of the enemy, striking where i please.
The obvious shortcomings are your oponents use of Streaks and LRM's (i dont use ECM) and other enemy Light pilots who, 9/10 do have ECM (and probably Streaks).
I ask, because i, along with a few others, will want to try out the Spider and Flea when they come out. However, being crushed by others (while part of the game) all the time isnt fun, more so when you die from Lock-ons etc.
I personally decline the use of ECM as i feel it is both over-used and exploited, and that it does far more than it should. I also decline to use it because i hope that in not doing so, i would gain a better understanding of my mechs capabilities than that of a pilot who relies on ECM to survive
Also, why is it that a Light mech cant handle any type of terrain other than smooth ground? the slightest bump in the ground ruins my leg armour, yet other mechs can jump off cliffs that are twice the size of an Atlas and not have any penalty? (i think its referred to as Tripping?)
Thanks in advance for any helpful tips. Please do not make this an ECM is good/bad thread or a place to berate Light pilots. (i normally take a Hunchback into battle)
Aquillon
#2
Posted 13 January 2013 - 09:52 PM
#3
Posted 14 January 2013 - 12:27 AM
I have exactly the same sentiments as you do, however the devs have stated that ECM is currently not an issue as not everybody has using it.
As of yesterday I am now driving an ECM mech for the first time in my life, and I'm going to to continue to do so until the devs fix it. I'd suggest you do similar as you are just going to constantly be killed in incredibly unenjoyable one sided fights.
It feels dirty and I hate it but if it is the only way to save this game then I'll do it.
Edited by Jungle Rhino, 14 January 2013 - 12:27 AM.
#4
Posted 14 January 2013 - 01:37 AM
Nice to see some others in the same puddle as me, lol. i guess i might just have to do what you suggest, cos if you cant beat them, join them, right?
And yes, does feel rather 'ugh' having to stoop that far to prove a point but if it works, then kudos to us i guess lol.
Thanks,
Aquillon
#5
Posted 14 January 2013 - 03:43 AM
As for piloting lights, my experience is learn not to run into things (mechs) for when knockdown comes back in (and then learn not to get over eager and do it anyway despite knowing better). Fighting other lights, it's best not to duel. Run with another light or lure the enemy into your allies. Even if the opponent isn't a great pilot, don't need to sacrifice what little armor you have killing him yourself when your allies could help you eliminate him quickly.
#6
Posted 14 January 2013 - 12:09 PM
Edited by Airu, 14 January 2013 - 12:09 PM.
#7
Posted 14 January 2013 - 12:16 PM
Practice owning heavies.It is nearly impossible for even a skilled heavy to do more than try to keep you off him. He is not fast enough to chase you around the side of the building. The way the matchmaker works, it pairs by weight class, so if you the light occupy the LRM heavy/assault, then your team is already winning the numbers game.
Learn the dangerous spots on the map. Every map has a few kill zones that you don't want to be caught in. Help your team scout tunnel on the snow map. Your whole team being blind sided is a terrible result. Let them know 'hey i'm checking tunnel' and just say 'clear' if noone is in there.
If you get severely injured, try to run and hide. You will often have a non-0% chance to win by helping with caps or by waiting for them to move towards your base, then back capping them. Hey, it only works like 30% of the time, but its better than trying to brawl and dying 100% of the time. Also on snow, the back tunnel is a great place to sneak in a win every now and then. It takes a really long time for them to walk from ship to their base after you sneak through here.
Edited by Regrets, 14 January 2013 - 12:19 PM.
#8
Posted 14 January 2013 - 01:15 PM
I hate all of you.
#9
Posted 14 January 2013 - 06:36 PM
#10
Posted 14 January 2013 - 08:08 PM
ICEFANG13, on 14 January 2013 - 06:36 PM, said:
Except that the lag shield effect makes hitting fast lights much more complicated than it should be. I tend to run a CTF-4X and even perfectly aimed AC shots will miss a light. Have to lead them an additional 5-15m depending on your connection. Quit being so condescending. The devs have admitted that lag shield is a problem, and they are trying to fix it.
#11
Posted 15 January 2013 - 06:01 AM
#12
Posted 15 January 2013 - 06:15 AM
- Run. never stop. And your speed should be really high, at least 110kp/h
- PULSE Lasers. If you have a good ping and a really steady hand medium lasers and/or small lasers are the way to go. but if you are a little like me, your hand isn't that steady, your ping is around the 100s, and you run around with ~140kp/h. so dealing your damage as fast as possible is preferred, so: pulse lasers. i prefer mediums, but smalls should do it, too.
- Streaks. They are still viable to take, if your aim is good use srm4's instead. SRM6 spread to much and weigh to much to be of use on a light, especially if you go against other lights.
Before ECM my go-to-mech was my COM-1B, with a 210XL, DHS, ENDO, 3 Med Pulse Lasers and a SSRM2.
I do still love it and tend to pilot it sometimes, as it is already mastered and am trying to master mech after mech... so mastered mechs are not that often used right now.
#13
Posted 15 January 2013 - 07:24 AM
The main points: move fast, don't stop, don't run into things, use the pug mechanics to see what will be more effective, ecm or no ecm can make huge difference but you can/will die the same. I hope this post helps.
#14
Posted 18 January 2013 - 11:40 PM
Ewigan, on 15 January 2013 - 06:15 AM, said:
- Run. never stop. And your speed should be really high, at least 110kp/h
NO. Just.....no. Positioning is far, FAR more valuable than speed (though speed does help)
Learning to see the field, where everyone is, and how to put yourself where the enemy won't see/be able to hit you is the biggest thing you can do to enhance your potential. - as a Commando you are going to be outgunned/outmassed by everyone else on the field until they give us 20-tonners: you can only do your job if the enemy is not shooting at you/a poor shot (and I consider INTENTIONAL lag-shielding to be a form of cheating)
Not that the Idea of constant moving or moving fast is wrong, just your priorities.
To clarify: it is MUCH better to slow down and get just enough over the hill to see (preferably with teammates near in case the enemy is over the hill) than to charge over the hill at find yourself in the middle of the enemy team (and thus -probably- get blown to pieces).
Stick with your team when possible, shoot at their targets when possible, and most of all, try to be unobtrusive - like playing a healer in Wow's pvp, you are squishy and a prime target - try not to BE a target, while still trying to help out.
I've spent a fair amount of matches rarely moving over 40-60kph, and those have been some of my better matches on account of having teammates nearby - only to kick it up when I need to reposistion myself quickly, or duel another light.
Once they bring back collisions, you are REALLY going to want to watch your speed, better to move slow than hit a building and make a target of yourself by falling over - I.e. better to learn to pilot well NOW than when they bring collision back in.
-edited for Typos - and no offense meant.
Edited by Shar Wolf, 19 January 2013 - 01:10 AM.
#15
Posted 19 January 2013 - 02:12 AM
- If you like to use the COM-3A try this build: 2 SRM6 and 2-3 tons of ammo (+2 Lasers or maybe a tag)
this can hurt the ecm/streak builds if you can lagshoot
- If you're under LRM fire run behind a rock or a building. Something that's in the line of fire between you and the LRM volleys
- Pro tip: If you see the LRM Volley incoming and you can't find a cover in time. You can dodge them. Run in a straight line to their direction and make a 90° turn a few seconds before they hit you. Most or all of the LRMs will miss you
#16
Posted 19 January 2013 - 11:54 AM
Find a top speed you are comfortable with, the learn what minimum speeds work for which circumstances.
A 110-120 top speed is about the MAX I personally feel comfortable with.
#17
Posted 19 January 2013 - 12:44 PM
#18
Posted 19 January 2013 - 12:59 PM
If you wait for a fight to get started and are careful to not get chased by something with streaks and not have anything behind you, you can get behind an enemy mech and annihilate it. Just park behind their rear CT and blast away, you'll only be there 10-15 seconds since most brawling mechs (stalkers and cataphracts especially) have very low rear armor. If they ignore you, you can kill them very fast, if they try to hit you, you've just taken a significantly larger mech out of the fight for a little bit. I've had games where I've gotten 3-5 kills from rear torso shots this way in non-streak, non-ECM mechs, some of which don't go over 100kph.
If you can't get behind them or there are too many light-hunters to worry about, just stick with your bigger mechs and help keep lights off of them. If they don't need it, just shoot at whatever they are shooting at - you'd be surprised at how fast an extra couple of lasers help destroy individual components.
Whatever you end up doing with a light, just don't try dueling the ecm/streak lights unless they are damaged, you have support, or they're focusing on something else. Even with jumpjet maneuvering, use of cover/speed to try to dodge streaks/lasers, and torso twisting to spread damage to your (usually) chicken-wing arms, it is very hard to kill them.
#19
Posted 20 January 2013 - 02:44 AM
1) If the enemy is pounding away with LRMs, then as mentioned before the best thing for you to do is get behind them and work on their back armor and TAG them. Also, if you do decide to run an ECM, it's important to remember that ECM cancels out LRM locks. They can still fire the LRMs dumb, but there is significantly less chance of hitting your guys that way. Also, I find that by firing at about the same time the LRMs fire sometimes the sound of my weapons gets lost in the noise and I can get off three or four volleys before the other guy realizes what's going on.
2) If the enemy has a mixture of mechs and it's a general mess, use your map to find out if you have any one on one battles that you can join. Suddenly making it two on one not only takes a lot of the pressure off of your friendly, but if that friendly is a heavy or an assault, the guy may turn to try to find you. If he doesn't, slide in behind him and core his back. Sometimes it is better to aim for the rear side torso on a mech rather than coring him. For example Hunchies have that juicy hump that houses missiles or lasers. Take that out from the rear (a lot less armor than the center rear) and suddenly he has a lot fewer weapons for anyone to worry about.
3) Light on light battles are the most difficult because you are typically facing an enemy that has similar weapons, speed and maneuverability. In this case, streaks or ECM can quickly turn the battle. Otherwise it comes down to piltoing skill. (Heaven forbid). If you are in a mech with jets, use them to help you turn. (Check out the very well-written article on here re: Jenner).
One thing to remember about a light is that you pilot to help the team. For that reason, I have a TAG equipped in all of my mechs. I TAG every enemy I am fighting. If lrms start coming down, I try to keep the TAG on for as long as I can. Also, on an ECM mech try stay further than 200m from your enemy while tagging. If your enemy has streaks or srms, stay at least 300m away. If you tag them from behind they won't know why they're being locked. However, be aware that the tag laser is not invisible and the enemy can see the little cross by their friendles, so it can draw unwanted attention. Still, it has been rather humorous to watch an unaware enemy suddenly get hammered from lrms and annihalted after a few volleys. Most importantly, never stop learning your mech, learning from previous battles, both the victories and the wins, occassionally trying to tweak your loadout, and don't ever stop having fun.
Edited by mailin, 20 January 2013 - 02:53 AM.
#20
Posted 20 January 2013 - 03:08 AM
The tag is great for taking out larger mechs...watching a tagged mech get hit by about 2000 LRMS is a sight to behold. The large laser gives me the ability to reach out from a distance and stay outside the ssrm range when up against other lights.
I personnally find a combination of speed and stealth useful..as a scout you need to spot and call out to your team but speed is necessary when going into/out of combat or when being shot at. An XL 300 engine in a Jenner gives you a really good speed burst when needed:)
As Mailin said...try to hit the rear armour as well...and against other lights aim to leg them and then leave them for your team to finish off if any are about.
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