Ragz, on 17 October 2015 - 07:12 AM, said:
SOME people are good at it, thats great, but without coordination its like a solar powered flashlight.
If your going to be a TEAM asset, recognizing you're playing a pug and dressing the part are kind of important.
I know specialized rolls are fun, in a unit it's literally amazing how powerful a sniper can be IN A UNIT.
(DISCLAIMER: sometimes you get a team of two or more in a pug that happen to be coordinated cause of team speak or whatever your choice of voip is, this is generally INCREDIBLY effective, this can make almost any specialized roll, exponentially more powerful)
It's okay to admit you don't care and you just wanna missle boat or poke and cower in a pug because you find it entertaining and YOUR score is up. but recognize this OP is what everyone else is generally thinking when they see you peel off and show up in uncoordinated spurts because you're not close enough to pick the target everyone else is working on or get visual cues by players nearby.
We certainly agree that any specialization REQUIRES coordination, and preferably decent leadership. Even if it's not arranged in advance, if someone takes charge at drop time and coordinates those assets, THEN they are useful.
Without coordination, it's a toss-up. It also depends on players and their mechs being able to fill more than just one specialized role in a drop.
We are in agreement here, quite very well indeed. It's why my scout mechs invariably carry some close-range armament (if not ALL close-range), my LRM mechs carry plenty of backup, and no mech is ever specialized into a single role to the exception of any other capability.
An important instinct to develop in a player, is knowing when to wear which hat, and when to switch them. "Under what conditions do I go from LRM indirect fires to directly engaging my enemies with those ERMLs?" Learn THAT, and you'll be fine.