Posted 09 October 2013 - 09:19 AM
[TACTICS] A word on combat roles
I've been in plenty of games where I was much maligned for not "jumping in there and taking some damage." For all of you new players (and even many of the vets, unfortunately), knowing your role in combat can be a critical piece of your team's ultimate success/failure rate; it can also make mech design a little less overwhelming for new pilots. Here's a quick overview of some common roles:
Scout/Spotter: Usually a light or fast medium mech with a long-range loadout. ECM is a bonus here and will vastly improve your ability to be an effective scout. You'll want to use your speed to flank your opponents while staying out of sight. Don't take any shots that will give your position away. Call out locations of enemy mechs, their movements, and above all remember to target a mech (using the R key) so that your teammates know its position and can target it with indirect fire (more on that later). Sure, you won't rack up much damage or kills, but rest easy knowing you are making the win much easier to come by. Taking a TAG laser along with you will VASTLY improve the performance of friendly LRMs, but be careful not to give away your position with it. As a last resort, capping the enemy base (in Assault) will likely fall to you.
Harrier: This is a role that is best filled by fast mechs with short range loadouts. The job of a harrier is to make quick hit-and-run attacks, disorient your enemies with attacks from multiple angles, slow enemy advances by focusing their attention more on you and less on what they're planning on doing, and being an overall pain in the lower rear CT. Stay mobile and stay unpredictable in your movements. The more you distract your opponents, the easier they will be to pick off from a distance by your teammates. As with the scouts, don't forget to target an enemy so your buddies know where you are and what you're annoying.
Escort: This role is usually saved for slower, harder-hitting medium mechs. An escort's job is to keep the ankle-biters off of your assault mechs, who usually have a hard time following the movements of fast-movers. When your hard-hitters aren't being harried, feel free to take shots of targets of opportunity, but keep in mind you likely won't last long in a prolonged firefight.
Indirect Fire Support: These are the big LRM boats. Their job is to sit behind cover and send juicy, hate-filled LRMs downrange into the enemy, but can be rather ineffective without an active spotter. If properly outfitted with good backup weaponry, cover and spotters aren't needed as much, but keep in mind that you will be less-effective in a short-range firefight.
Direct Fire Support: These are mechs that are outfitted primarily with medium- to long-range loadouts and are meant to provide covering fire to the brawlers until they can get into range to do what they do best. Also, a group of direct fire support mechs focusing fire on a single target can be downright brutal. Alternately, direct fire support is great at pinning enemies behind cover while the rest of your teammates get into position. Be mindful of your line of fire and make sure you won't hit your teammates as they get into close range with your target.
Brawler: (a.k.a., Facehuggers) This appears to be the favored role of most pilots regardless of loadout. You'll want as much armor as you can pack onto your mech and a standard engine for prolonged lifespan (it doesn't help you if losing a side torso in battle takes you out of the game due to engine explosion). Hard-hitting, short range weaponry is key here. DON'T OVERHEAT.
Of course, these roles aren't the only options you have. Hybrid roles are exceedingly common and very useful. Scout/Harriers and Direct Fire Support/Brawlers are all over the place and quite effective. Above all, don't listen to the trolls and meatheads who will get on your case about not jumping onto the face of an Atlas at the drop of a hat. If you die quickly, you are of no use to your teammates. Know your role, play your role, and happy hunting, Mechwarrior!