

Going Light - D2 Or 3L?
#1
Posted 28 January 2013 - 06:05 PM
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
Posted 28 January 2013 - 06:10 PM
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
Posted 28 January 2013 - 06:12 PM
#4
Posted 28 January 2013 - 06:18 PM
#5
Posted 28 January 2013 - 06:22 PM
#6
Posted 28 January 2013 - 06:23 PM
#7
Posted 28 January 2013 - 06:23 PM
Edited by Ravn, 28 January 2013 - 06:26 PM.
#8
Posted 28 January 2013 - 06:33 PM
#9
Posted 28 January 2013 - 06:34 PM
#10
Posted 28 January 2013 - 06:37 PM
MischiefSC, on 28 January 2013 - 06:23 PM, said:
JR7-D
4ML, 2 SRM4, 1 ton ammo
XL 300, Double Heat Sinks, Endo Steel, Ferro Fibrous, 2 JJ
Max Armor
#11
Posted 28 January 2013 - 06:42 PM
Vlad 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
Posted 28 January 2013 - 06:46 PM
#13
Posted 28 January 2013 - 06:49 PM
MischiefSC, 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
Posted 28 January 2013 - 06:49 PM

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
Posted 28 January 2013 - 06:54 PM
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
Posted 28 January 2013 - 07:02 PM
#17
Posted 28 January 2013 - 07:36 PM
#18
Posted 28 January 2013 - 08:06 PM
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
Posted 28 January 2013 - 09:04 PM
that been said 3l is probably the easiest to play atm
2d is just too easy blow up especially with better netcode
#20
Posted 28 January 2013 - 11:32 PM
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