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Me and Patton have made posts in other threads busting the "lights are scouts" myth.

As for the Panther, there's this from Sarna:

"Their first large-scale use by Kurita warriors came during the First Succession War in the battle for
Quentin, when the 2nd Legion of Vega used their Panthers to severely maul the slower, heavier 'Mechs
of the 42nd Avalon Hussars while avoiding return fire." - Sarna cites Technical Readouts 3039, 3025
revised, and 3050 upgrade for the paragraph this was taken from.

And for the Jenner - while it's true that the example I cited was about a wolfpack, it's still not impossible
for a good light pilot to beat out an assault in lore. The JR7-D, using tabletop damage values, has an
alpha of 28 points. The Atlas' default back armour in tabletop (MWO doubles armour values compare to
tabletop) is 10 on a side torso, 14 on the CT. 21 and 31 for the underlying structure respectively. Before
crits, you can easily open up a stock AS7-D in a stock JR7-D from the rear, and if you don't hit the CT
you're definitely cooking off some of their ammo.

Honestly, though? That's besides the point. MWO is fundamentally an arena shooter with mechs, and
every option available to the player should be a viable pick with strengths and weaknesses. The way
MWO is set up, "assaults win everything" wouldn't lead to a good experience. Lights have to be viable
and enjoyable to play, regardless of lore.

#36 Dont LRM me please

Member

PipPipPipPipPipPip

Staff Sergeant Major

410 posts

LocationLyran Occupied Space

Posted Yesterday, 02:42 PM


Guys I think I know the problem. The guys who complain the most about piranhas don't shoot them
because their LRMs have a minimum range of 180m.

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