Sensor locking is only good until engagement. Id rather be sensor locking with another heavy/assault for that reason.
To each their own, but sensor locking with a heavy or assault is a waste of all the weapons on the heavy or assault since you can't sensor lock and fire in the same turn.
Double moving is great, not so when you're only packing light/medium armament vs the afore mentioned waves of heavies assaults and death vehicles.
Again, you missed part of the point I was making. Your scout mech should be keeping the enemy at the edge of
sensor range, which is much much further than visual range. Doing so will help keep them from being engaged.
2x (the smallest LRMS you can find) tickling the enemy just for stab damage, instead of another tank with long range death or up close annihilation of a heavy/assault
By "2x LRM" I was referring to at least 2 missile hardpoints loaded with LRMs, not "the smallest LRMs" (which are LRM-5s). 2x LRM20 (with +stab damage) will end up putting most heavy and assault mechs into 'Unsteady'.
As mentioned previously - in a perfect world you can keep your enemies at the edge of sensor range all day, but that just won't be the case. Once you engage, you're essentially almost a full mech down in firepower and armor.
With sensor lock removing evasion chevrons / pips, cancelling out 'Evasive' states, and granting extreme range LoS, I don't think you're going to miss much, especially when paired with complementary mechs such as long range snipers or LRM boats. Sidestrafe showed exactly how devastating LRMs are when used for stability damage, and paired with SRMs, great at knocking opponents down and killing the meat while saving the metal.
But hey, it's okay that you don't think light mechs are useful. I think you're missing a fun and interesting aspect of the game, but that's your choice.
No matter how you look at it, keeping a light/medium mid - late single player is just suboptimal - the game itself is not designed with that in mind (besides rare gimmicky missions)
People are so caught up on the fantasy of mediums lights, that currently you don't realize just how much of a major sacrifice it will be using them mid - late game in the majority of missions.
One man's gimmick is another's formula for success. There is nothing gimmicky about using lights and mediums well. Some people see being successful with under-tonnage mechs to be a mark of skill.
Indeed. People are caught up on the fantasy that mediums and lights don't have a place in the game, that they don't consider how to use those mechs properly in the context of a lance. But that's okay. The great thing about BattleTech is that you can play it the way you like to play. If you want to stomp around with a Steiner Scout Lance and use your Atlases to curb stomp everything in sight, go for it. But don't tell other people that certain mechs are useless or not viable just because they don't fit into
your play style.
I can already tell most that plan on keeping them will replace for heavy/assault once they see how much they're disadvantaging themselves, once they see the lower lance rating and how tough missions are while voluntarily opting into less armor and weapons to try and maintain a reason for even having lights and mediums in the game after early game single player.
I can't even. Wow. So, you're complaining about mechs in the game being useless because you think the game will be too hard to play if you use them instead of the heavier mechs...By the way, I don't think anyone suggested that you take a full lance of lights into combat against heavies and assaults. The one reference was a joking reference to using a lance of Urbies (which are the most OP mechs in the game). A "balanced" lance is the same as a balanced party in D&D. You have a scout (rogue / light), a tank (assault / fighter) and two supports (cleric / mage / heavy / medium) or a scout (rogue), two tanks (fighter / paladin), and one support (cleric / mage). You don't waste an assault or heavy on the scouting role. That's the job for a light or medium. The other three mechs can be whatever is appropriate for the mission. Sometimes that will be 3 assault mechs, sometimes it will be non-assault mechs. The Jenner is a perfect example of a highly mobile scout. And, if you allocate tonnage well, it can take quite a few hits while still being a scout or backstabbing strike.
But hey, I see that you and I have a fundamental difference of opinion on how to play the game...
and that's OKAY. I hope you have fun playing. I know I will.