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The Perfect Lance and Why


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#21 JHare

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Posted 02 June 2012 - 05:38 PM

My ideal setups were usually two faster designs (usually jumpers) and two heavier, anchor designs. I usually ran very cliche Davion designs, so something like a Centurion, Enforcer, and 2 Dervishes. If I could get one, I'd swap out a dervish for a Pheonix Hawk. The Centurion and Enforcer would be the anchors in the middle and the jumpers flank in some manner. It was a simple, but generally effective strategy.

For heavier lances, I went with all around heavy designs that had good energy backups if possiblw. I tended to drag fights out to 20-30 turns and everything would run dry by then. Win by attrition over win by fancy tactics

Edited by JHare, 02 June 2012 - 05:40 PM.


#22 Reyge

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Posted 02 June 2012 - 05:40 PM

To everyone: I'm not so much asking "what is the perfect lance", so much as I am "what kind of lance would be perfect for YOU and why". What's your play/fighting style? Do you prefer to scout things out for your team-mates to demolish? Do yo prefer to snipe things from a distance? Do you prefer to get up close and personal in a slugfest? THIS is what I'm asking. I'm already aware that there are no "perfect lances" per se, but that's not what I'm trying to ask. I'm also aware that the mechs in this game are going to be easily customizable (to an extent), and that will change the gameplay of any given battle. But I'm also aware that most gamers tend to prefer one or two types of tactics, and stick with those, and this is very true of the canon. You're going to be hard pressed to find a scout pilot in an Atlas, for example (Steiner jokes aside), and vice versa. NOW do you see my point?

#23 raptorian

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Posted 02 June 2012 - 05:45 PM

Based on what we have been shown, I will need the following:

Scout- a Raven will be ideal; it can be the eyes and ears of the team using its sensors but can be fast enough to get behind enemy lines and get a visual ID on targets if needed, or zip around and nip at their heels with its lasers and rockets. If I can have them carrying jumpjets too that'll be perfect. I would also accept a Cicada if it can take out their Raven quickly, so we are not seen from across the map.

Enforcer - a fairly quick yet powerful 'Mech that can support everyone else, or get them out of jams, providing covering fire or just charging in there and turning the tide of the battle. It can also guard the slower 'Mechs, or be a wall of hatred for wounded lancemates. The Hunchback, Centurion, Dragon and possibly the Cataphract all fit this, and their particular weapon systems and armour levels will dictate the details of the rules of engagement.

Fire Support - the lancemate the brings the dakka dakka from long range. A Catapult or Awesome is fine, but I would substitute this role for a second Enforcer if everyone is carrying LRMs (like Centurions, Dragons and Atlases), and can focus-fire targets once the Scout has sent back targeting data. This also assumes everyone brought the right computers.

Linebreaker - the token Assault 'Mech. An Atlas would do well with its AC/20 and mountains of armour, but an Awesome would also work so long as the Enforcer(s) backed it up while it showed the enemy in energised particles. This formation may allow for more movement in general as the Awesome does outpace the Atlas, and may be able to return to base quicker, but an Atlas is pretty much a Hunchback and a Catapult glued together and that is hard to argue with at any range.

#24 StaIker

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Posted 02 June 2012 - 06:05 PM

View PostTripleHex, on 02 June 2012 - 05:40 PM, said:

To everyone: I'm not so much asking "what is the perfect lance", so much as I am "what kind of lance would be perfect for YOU and why". What's your play/fighting style? Do you prefer to scout things out for your team-mates to demolish? Do yo prefer to snipe things from a distance? Do you prefer to get up close and personal in a slugfest? THIS is what I'm asking. I'm already aware that there are no "perfect lances" per se, but that's not what I'm trying to ask. I'm also aware that the mechs in this game are going to be easily customizable (to an extent), and that will change the gameplay of any given battle. But I'm also aware that most gamers tend to prefer one or two types of tactics, and stick with those, and this is very true of the canon. You're going to be hard pressed to find a scout pilot in an Atlas, for example (Steiner jokes aside), and vice versa. NOW do you see my point?


You have no point. Until we all have experience with the gameplay both the question and any answers to it are meaningless speculation.

#25 Reyge

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Posted 02 June 2012 - 06:30 PM

View PostStaIker, on 02 June 2012 - 06:05 PM, said:


You have no point. Until we all have experience with the gameplay both the question and any answers to it are meaningless speculation.


How have you played in the past? What kind of role did you prefer with other MW games? What about other games that are FAIRLY similar (i.e. online shooters)? That's as good a place as any to start, isn't it? With past experience? Sure, you'll learn/adapt to the new game as is needed, but you're going to eventually settle into the same ol' manner of playing because, as studies on the human brain show, it is resistant to change outside of its "comfort zone". Everyone who's ever played a computer game knows that eventually, you get into a "groove"... by which I mean you find whatever works for you, and go with it. Yes, the particulars of the game will be different... they are for ALL games. But that won't really affect how you play. For example: I tend to favor the heavier chassis because they can dish out the punishment. This game MIGHT change that, but somehow, I doubt it'll change it very much. Even if I choose a scout mech, I'll still want one that can get me out of a pinch, if needs be, by providing it's own firepower.

Long story short, if you want to say something that's pertinent to the conversation, be my guest. I may not agree with your view point, but neither am I going to tear anyone down for having their own way of seeing things. Disagree. That's fine. Argue your point. Fine too. But just because you can't see my point doesn't mean I don't have one. So what that it's just speculation? Speculate!!! Most people in this thread (most, but not all) have already participated in other threads with similar topics. Topics such as "What one mech would you want?", as well as others. All I'm asking is that you bump that up a notch: what kind of role do you envision yourself playing with that mech?

#26 T Rex

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Posted 02 June 2012 - 06:46 PM

I would take a pair of Uziels. For 50 ton mechs they fight like 80 ton but move as fast as lights.
and a pair of Timber wolfs for fire support with some speed Or Cats but they are slower but deal more damage at range.
Atlas to be the commander (I have always loved them)

I did not really stick to any year, just how I build a team.

#27 frostfly

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Posted 02 June 2012 - 06:51 PM

2 Grasshopper-N Medium lasers, PPC, good armor, lots of HS and no ammo.
1 Awsome PPCs. More Zombie goodness
1 Ostscout Huge movement profile, scout, again, no ammo.

a perfect merc lance. No ammo to reload, no expensive tech, decent movement, lots of fire power, and Zombies top to bottom.

#28 Maverick Ivers

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Posted 02 June 2012 - 06:52 PM

For me, I'd likely play a Hunchback. (tabletop and online) The fact that it's a medium gives it a decent amount of speed to get away from Heavies and Assaults (taking a little damage, still) and the AC20 it is equipped with allows to tear through light mechs in a few shots (if not one) and put up a really good fight against others.

As for the other three mechs in my lance, I'd definitely like to use a Commando. I like the design, and also being a light combined with its combat flexibility and cheap cost make it a want for me. My next mech would be a Wolverine. Amazingly, it has some great weapons, and being able to fire them all without normally taking heat makes it a good choice. The fact that it's one of the more mid ranged medium mechs means it has some good armor too. My final mech would likely be a very long range support mech, and in this case, the Catapult is my choice. I think the lance is pretty self explanatory. Flexible in combat is what I go far...but mostly brawling.

#29 Farmer

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Posted 02 June 2012 - 07:04 PM

For fast assaults:
Locust
Mongoose
Catapult
Zeus

The Zeus pulls middle coverage while the Mongoose and Locust range as scouts. The Catapult serves as artillery support. You can swap the Catapult with a K2 for a more direct punch if you're going to emphasize the hit-and run tactics.

#30 Reyge

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Posted 02 June 2012 - 07:26 PM

I think my lance would include the following:

1 Raven RVN-3L to locate/scout the enemy mechs
1 Trebuchet TBT-7M to be LRM fire-support
1 Centurion CN9-D to be a secondary brawler
1 Hatamoto-Chi HTM-27T
or to be the primary brawler
1 Thug THG-11E

The primary brawler would be my personal mech, although I'd probably wind-up configuring ALL of these mechs to meet their roles more specifically. BTW, I said Thug or Hatamoto-Chi simply because I don't know which would be more common in the 3050 era.

#31 Earthtalker

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Posted 02 June 2012 - 08:23 PM

Jack of all Trades Lance:
1 Venom SDR-9KA for scouting (I know, 3056. close enough)
1 Shadow Hawk 2Hb for cornerstone (Med-Short range everything mech)
1 Flashman FLS-7K (Downgrade, but would be available and more durable)
1 Naginata NG-C3A (Long range indirect fire command mech, Zombie)

Together, they cover damn near everything that could happen on a blind drop on nearly any planet.

#32 IIIuminaughty

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Posted 02 June 2012 - 08:31 PM

The Perfect Lance is the Lance that doesn't die. Nuff Said

#33 Beazle

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Posted 02 June 2012 - 08:55 PM

Atlas X 3
Urbie X 1
Urbie is Custom MOD. Carries only 1 Machinegun. The rest of it is converted to "Liquid Bread Containment and Refrigiration with Extend Deployment Piping."

#34 69th Canopian Pleasure Circus

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Posted 02 June 2012 - 09:04 PM

I'd go with a Stealth 1D for my scout/backstabber
Flashman 8K for a fast main line mech
Black Knight 9K for the command mech
Stalker 5M for firesupport.

Its Heavy on newer tech for the time period and technically the stalker is a Marik variant in an otherwise Stiener lance but since the FWL was selling hardware to everyone right then I will just shrug.

The stealth if played right is nearly unhittable and has pretty good armour for its weight, and the flashman and blackkight are both energy only, so no ammo to go boom, and rather heavy on armour. That stalker varient has alot of ammo with the 10 launchers and 6 launchers and narc launcher, but it is going to close more slowly than everything else in the lance and be low to out of lrm ammo by the time it closes, it should also dump some of its narc pods early. It should also have some thunder augmented in it to make the closing with it a bit slower. Oh and anything that really wants to rush and come up to face a large laser 4 mediums and a pair of 6 racks is welcome to.

Edited by 69th Canopian Pleasure Circus, 03 June 2012 - 07:53 AM.


#35 chaz706

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Posted 02 June 2012 - 09:17 PM

View PostBeazle, on 02 June 2012 - 08:55 PM, said:

Atlas X 3
Urbie X 1
Urbie is Custom MOD. Carries only 1 Machinegun. The rest of it is converted to "Liquid Bread Containment and Refrigiration with Extend Deployment Piping."


UM-KEG configuration I bet.

Truth be told it's the first useful config of the urbanmech I've seen *ducks*

#36 tazkar

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Posted 02 June 2012 - 09:25 PM

Hmm Perfect lance...out of the ingame mechs I'd go with

1x Catapult - LRM Commander
2x Hunchback- Swaybacks, Medium brawlers.
1x Raven or Cicada for speedy scouting

I'm more of a Clanner at heart so here's my perfect 'Star' (For the uninitiated Clan Stars contain Five mechs.)

1x Timber Wolf- For Command, rather maneuverable while sporting heavy firepower.
1x Kit Fox - Mostly for a light mech for scouting purposes.
3x Nova - Medium mech brawler for cutting down their opponents with those impressive 12 ER arrays of Medium Lasers. Plus just awesome to look at.


Probably not the best Lance or Star, but they consist of effective mechs that I do like. Admittedly the primary mechs in both are more medium to short range consisting of only one mech that can really effectively engage at long range.

#37 The Bountyhunter

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Posted 02 June 2012 - 09:26 PM

A star of 5 Madcat-'A's

#38 Major Bill Curtis

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Posted 02 June 2012 - 09:28 PM

The derpiness of some of these responses is astounding, but haters gonna hate.

Anyways . . .

Here's my lance:

Direct Fire Support/Command: FLC-8R Falconer (3053) 75t; 11.5t armor - Gauss; ER PPC; 4 medium lasers; 150m jump; 86 kph

Ambush: NGS-4S Nightsky (3053) 50t; 9.5t armor - Hatchet; large pulse laser; 2 medium pulse lasers; 1 small pulse lasers; 180m jump; 97 kph

Scout: STH-1D Stealth (3054) 45t; 9t armor - Beagle Active Probe; MASC ; 2 medium lasers; SRM 6; Streak SRM 2; 210m jump; 119 kph (151 kph w/ MASC)

Security/Infiltration/anti-infantry: KIM-2 Komodo (3053) 45t; 7.5t armor - ECM; TAG; 2 AMS; 10 medium lasers; 150m jump; 86 kph

This is a scout/ambush lance with good mobility and some direct fire support.

Oh yeah, I'd drive the Nightsky

Edited by Major Bill Curtis, 02 June 2012 - 09:32 PM.


#39 BarHaid

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Posted 02 June 2012 - 09:59 PM

Think I'm going to throw down with a Scout lance.

Ostscout (the "eyes")
Valkyrie (fire support)
Javelin (the striker)
Assassin (commander)

Note that they all jump. Mobility is key, and they all can provide scouting duties while also backing each other up as a self-contained unit.

#40 Jack Colten

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Posted 02 June 2012 - 10:11 PM

I'm patrial to the 2 heavy 1 med 1 light for an IS Lance. 1 Striker Heavy, 1 Support Heavy 1 striker Med and 1 Recon light or go 2 close assault heavies, 2 striker meds. Never been a big fan of the slow mech, though I love the Whammer and Archer.





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