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Going Light - D2 Or 3L?


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#1 MischiefSC

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Posted 28 January 2013 - 06:05 PM

Happy with my K2 but had a lot of fun scampering around in my trial Spider so I've decided to go with an ECM light. Probably right before ECM gets nerfed but whatever, it looks pretty fun.

Based on reviews the two big contenders seem to be either the D2 or the 3L. Which is better and why? If you pilot one of these what is your favorite build? What's your favorite tactic to play?

#2 Fate 6

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Posted 28 January 2013 - 06:10 PM

Neither, because only players with no skill use ECM.

Look, I can use the logic of ppl who hate on SSRMs and LRMs.



In all seriousness, the 3L is stronger and more versatile. The other 2 variants are also more interesting and diverse than the Commando variants.

Edited by Fate 6, 28 January 2013 - 06:11 PM.


#3 Pihb

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Posted 28 January 2013 - 06:12 PM

Don't be a mook. Get a jenner and learn to pilot it. I am serious. Nothing scares me more than a well piloted jenner.

#4 Davers

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Posted 28 January 2013 - 06:18 PM

Depends on what you want to do with them. Playing both the same way would be a mistake.

#5 TygerLily

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Posted 28 January 2013 - 06:22 PM

I'd go with the 3L. Commando 2D can run 3 streaks but the 3L is 10 tons heavier and you can run 2 streaks and 2 or 3 medium lasers. Same speed for both. Plus Raven's look cooler...

#6 MischiefSC

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Posted 28 January 2013 - 06:23 PM

I've got no objection to a non-ecm light, just the ECM ones seem more... well, useful. ECM is pretty hugely powerful. What's a solid jenner build?

#7 Ravn

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Posted 28 January 2013 - 06:23 PM

Either one. 2D will catch you less grief because your lack of armor settles people's wrath. I mastered both of them and don't really have a preference. I've moved on to mastering the stalkers. ECM doesn't mean invincible. Learn how to pull ecm mechs into 1 v 1 engagements when facing more than 1 ecm opponent: learn to use counter. Stick close to your team so they might actually benefit from your presence. ECM mechs should be your first priority, but don't stray too far from your team.

Edited by Ravn, 28 January 2013 - 06:26 PM.


#8 Az0r

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Posted 28 January 2013 - 06:33 PM

3L is the only viable light at the moment.

#9 Tennex

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Posted 28 January 2013 - 06:34 PM

3L packs a punch

#10 Vlad Ward

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Posted 28 January 2013 - 06:37 PM

View PostMischiefSC, on 28 January 2013 - 06:23 PM, said:

I've got no objection to a non-ecm light, just the ECM ones seem more... well, useful. ECM is pretty hugely powerful. What's a solid jenner build?


JR7-D
4ML, 2 SRM4, 1 ton ammo
XL 300, Double Heat Sinks, Endo Steel, Ferro Fibrous, 2 JJ
Max Armor

#11 MischiefSC

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Posted 28 January 2013 - 06:42 PM

View PostVlad Ward, on 28 January 2013 - 06:37 PM, said:


JR7-D
4ML, 2 SRM4, 1 ton ammo
XL 300, Double Heat Sinks, Endo Steel, Ferro Fibrous, 2 JJ
Max Armor


I've got the crap in my mech bay to do that right now - just one question, why the jj? I hear they are less than useful. I've yet to see someone use JJ to do anything but hold themselves stationary in my crosshairs a few extra seconds.

#12 Zerbob

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Posted 28 January 2013 - 06:46 PM

The Jumpjets aren't for vertical gain, but for improving turning. By doing a quick burst of your JJ's can help you turn on nearly a dime around corners. The only other thing you could use with the 1 ton would be 1 more ton of ammo, but you don't really need it as your 4ML are your primary damage. Knowing how to corner with quick JJ pulses is what can make Jenner pilots so scary.

#13 Vlad Ward

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Posted 28 January 2013 - 06:49 PM

View PostMischiefSC, on 28 January 2013 - 06:42 PM, said:


I've got the crap in my mech bay to do that right now - just one question, why the jj? I hear they are less than useful. I've yet to see someone use JJ to do anything but hold themselves stationary in my crosshairs a few extra seconds.


In addition to what the above poster mentioned, they are for breaking your fall so that you don't cripple yourself by dropping down a ridge, basically. You won't get any height off of them, but they'll save you a bunch of potential leg damage.

Edited by Vlad Ward, 28 January 2013 - 06:49 PM.


#14 Wispsy

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Posted 28 January 2013 - 06:49 PM

ECM is a very big deal on lights, with all the 3Ls running around if you do not want to be a 3L then you do need some way to hide from them as 3/4 shots and you are in major trouble :P

I would say go 5D, xl255, 2medpulse arm, 1medpulse, 8jj, ECM, 197 armour (endo ff dhs)
you will be at a disadvantage in a 1v1 vs a 3L but you will have more survivability ( 3Ls have slow turning and relatively large hitbox making them vulnerable to mechs bigger then lights now the netcode is improving and not just steadily getting worse) and be more useful against med+ mechs, with the ability to almost always escape from light hunters (even if they are 3Ls) even if you cannot kill them (possible but awkward and often hard work).


Edit: one of the most useful qualities about jj is that you can still turn as you fall, whereas non jj mechs sit there solidly facing the way you started falling until you hit ground.

Having 8 jj on the spider is very similar to how the jj on the Jenner used to be before they buffed them (quite a while ago now). Not as useful as they were before the fix and nerf (cannot get that even with 12 although you gain more height with 12) but enough to give you a significant advantage in a fight when used correctly.

Edited by Wispsy, 28 January 2013 - 06:53 PM.


#15 Mike Silva

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Posted 28 January 2013 - 06:54 PM

If you intend to scout, or stealthily move about the field in a conquest game to annoy your opposition.... ECM is the only way to go. Jenners might be good for other reasons, but if you can't sneak around your value as a scout is somewhat diminished, and if you can't start capping a point before they see you moving towards it you might not have enough time to fully cap the point before you start getting shot at.

I've enjoyed by 2D for that. I haven't tried a 3L because I just don't have the money laying around to build one right.

#16 Mawai

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Posted 28 January 2013 - 07:02 PM

The 3L is the better choice. Given the balance of SSRM and ECM at the moment ... the 3L is capable of taking out any other light mech while being fast, armored and well armed. It also offers the benefits of ECM to the entire team which it probably just as useful as its own abilities.

#17 ReD3y3

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Posted 28 January 2013 - 07:36 PM

3L is still the best choice currently.

#18 MischiefSC

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Posted 28 January 2013 - 08:06 PM

I'm very tempted by the jenner but I want to try out ECM and see how it actually works from a playing perspective. Admittedly I kill a lot of Jenners too, but that's probably as much to do with varying pilot skill than anything else.

Do people really hate on 3Ls and 2D that's much? Light pilots, do you guys in the ECM lights really get that much grief?

#19 spidercoup

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Posted 28 January 2013 - 09:04 PM

funny you want to start to play lights... today probably first i had a match zero lights.
that been said 3l is probably the easiest to play atm
2d is just too easy blow up especially with better netcode

#20 RiceyFighter

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Posted 28 January 2013 - 11:32 PM

2D if you are an extremely good pilot because COM-2D have better dps than ravens since streaks are your main scout killing weapon.





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