While "Jump-Snipers" are highly perform-ant on any situation, they are not the always the best tactic. On most maps, playing a Brawler is a quiete viable, as long as you utilize cover and have some basic battlefield awareness, while on alpine for instance, bringing fielding a brawler against a long-ranged mech equals a death-sentence in most cases. If you ever watched the typical House of Lords meta-lance you'll notice that they are pretty much always within 400 meters away from you and playing very aggressively. Don't tell me that you can't match that with an equal brawler.
At this point I am explicitly saying "equal brawler", because you shouldn't be expecting to win against a 80 ton mech in your 50 ton medium. There are a few things to consider when building a brawler (especially in higher elo ranges, where Jump snipers are more frequent):
1. Firepower: Obviouslly your brawler needs to have superior firepower compared to a jump-sniper.
2. Speed: Your brawler should have at least equal speed compared to a jump-sniper which is at least 70, preferably 80.
3. JJs: Unfortunately, this is almost a must when trying to brawl with jump- snipers, for once you enter your effective brawling range, he'll excape by jumping over the next best obstacle. If you have JJs, you can keep up the chase, if you don't you'd have to walk all the way around.
4. (Optional) Ability to tank at least the equal amount of damage as a Jump-sniper.
At this point: Why is the Atlas a bad brawler against Jump-Snipers?
Because Atlai are too damn slow. Unless you can catch a jump-snipers with his back against a wall, you will never catch that elusive sniper.
So as for mediums, the 55 Ton Phoenix Mechs are all fairly decent as brawlers, for this case, I've opted for a Victor (in regard of rule #4). I've started playing the Brawler VTR-9S recently(started 2 days ago and mastered it yesterday). Or the VTR-9B.
That being said there are a few things to do when dropping with a Brawler:
Situation Awareness - Is required like with any other build. For brawlers especially simply because brawler pilots tend to have this "tunnel vision" once entering a brawl. Or don't know when to go in.
Have people following you - Especially in pug-play, when you commit to a brawl and unless your target is alone, make sure that there are others behind you who can use your "presence" to dish out damage. Make sure to clear their firing line.
Jump a lot. - It's more important than torso twisting, because (like on my vtr example you don't have a particular shield side) you can distribute damage onto your legs by jumping up while your weapons are on cool-down.
Don't stand still. - Face-hugging = Bad. Especially if you're doing it to an Atlas, you're probably dead. Try to get into the minimum range of weapons, but keep moving.
(Optional) drop in a 4-men brawler deck. - Brawlers take alot of fire simply because they are closer. If you opt to drop in a 4-men brawl deck you can all go in at once, making it harder for the enemy to focus-fire at a single person.
I hope this helps and see you ingame. :-)
Edited by Eglar, 05 June 2014 - 01:05 AM.