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8 Mans Are All Assaults And Heavies Or All Lights? Why?


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#21 Chavette

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Posted 04 April 2013 - 11:42 PM

View PostMr 144, on 04 April 2013 - 11:34 PM, said:


He obviously meant the P...was a good post, why you troll it?

Mr 144

Which one is the best for 3ppc build? I imagine 4J for the extra module over 4P?

#22 Texas Merc

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Posted 04 April 2013 - 11:43 PM

u no see smiley ? :P

#23 Malora Sidewinder

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Posted 04 April 2013 - 11:45 PM

I play a lot of 8 man's and what you're describing is actually very rare. most 8 man teams have a healthy blend of mechs.
some may lean towards assaults, others make use of a full 4 man scout team.

both the trebuchet and centurion see extensive play, and they work better WITH assaults than they do with other mediums.

the cataphract and jagermech are both very popular.

every single light sees competitive play short of the spider.

i very rarely see teams that are ALL the same weight class, and when i do they usually get steamrolled by a team that has at least a bit of versatility.

all lights? your team just straight dies to any 8 man running 2-3 mediums.

all heavy assault? you get owned by lights.

#24 MuKen

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Posted 04 April 2013 - 11:50 PM

View PostMalora Sidewinder, on 04 April 2013 - 11:45 PM, said:

all heavy assault? you get owned by lights.


This has already gotten less strictly true with the last HSR patch, and will be even less so with the next one.

#25 Mr 144

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Posted 04 April 2013 - 11:50 PM

View PostChavette, on 04 April 2013 - 11:42 PM, said:

Which one is the best for 3ppc build? I imagine 4J for the extra module over 4P?


I dunno Hunchie wise...to me, that's a Treb build.

View PostMuKen, on 04 April 2013 - 11:50 PM, said:

This has already gotten less strictly true with the last HSR patch, and will be even less so with the next one.


nope...postioning owns the assault spammers...not net-code/hit detection...Caps are valid for this purpose.

Mr 144

Edited by Mr 144, 04 April 2013 - 11:52 PM.


#26 MuKen

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Posted 04 April 2013 - 11:54 PM

1v1 yes.

But group v group you can't position yourself so no assault can hit you.

#27 Malora Sidewinder

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Posted 04 April 2013 - 11:57 PM

View PostMuKen, on 04 April 2013 - 11:50 PM, said:


This has already gotten less strictly true with the last HSR patch, and will be even less so with the next one.

lights *still* overwhelm assaults with hit and run tactics. for all of their firepower, assaults move and turn slowly, and hitting a speeding light mech isn't quite as easy as you're making it out to be.
to say that in the foreseeable future lights will lose more ability to skirmish an assault team is pure fiction.

besides combat, there are other ways to win, remember? if the entire enemy team is assaults who top out at 65 KPH, and they do a collective push in any one direction, it's game-over if a scout decides to go cap.

#28 Mr 144

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Posted 04 April 2013 - 11:57 PM

not sure of your point MuKen...8-mans rarely degenerate into 1v1 unless the outcome is fairly decided. This has been hashed to death...BOTH compositions are wrong and leave yourself open to exploitation via cap, stalemate, or utter anhialation. No serious team is comprised like that.

Mr 144

#29 KinLuu

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Posted 04 April 2013 - 11:59 PM

View PostMuKen, on 04 April 2013 - 11:54 PM, said:

1v1 yes.

But group v group you can't position yourself so no assault can hit you.


I guess he means forcing the enemy team to split up, by threatening with a cap. This forces the enemy team to defend their base. Either they all go back to their base, or they split up. If they split up, the lightmech team can engane with superior numbers. If they do not split up, the heavy team has no chance of winning.

#30 Victor Morson

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Posted 05 April 2013 - 12:01 AM

Without tonnage or BV, mediums get the shaft.

They're not as fast as lights, not as strong as heavies or armored as assaults.

If you've only got a limited amount of resource to play with, they're great - your front line stuff. But if you can take ANYTHING, really, there's little reason to ever go medium.

#31 Texas Merc

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Posted 05 April 2013 - 12:02 AM

Yep that's MWO 101 but that's why you have GOOD scouts be it a medium or even a heavy and BAP can actually hel here. It really depends on the map though. We have two maps that are basically designed for 12v12 and so light teams can easily run around the sides. I dunno really TBH but the game modes are kinda stale as they are.

#32 Mr 144

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Posted 05 April 2013 - 12:08 AM

View PostTexas Merc, on 05 April 2013 - 12:02 AM, said:

Yep that's MWO 101 but that's why you have GOOD scouts be it a medium or even a heavy and BAP can actually hel here. It really depends on the map though. We have two maps that are basically designed for 12v12 and so light teams can easily run around the sides. I dunno really TBH but the game modes are kinda stale as they are.


I agree with that :P Alpine and Turpentine both are going to be a lot more fun come 12v12....so are drop decks in general :P Mediums may actually find there place here, as the ability to re-inforce either the light/scouting role, or the brawler/skirmisher role all in the same build will really become relevant as the big turds will need support without the mobility sacrifice.

Mr 144

#33 Texas Merc

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Posted 05 April 2013 - 12:10 AM

no more running to ep on alpine or running to theta on trampoline? all the while a spider with a cap mod gets behind you and you kill 7 mechs but still lose? THIS I welcome!

#34 Carrioncrows

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Posted 05 April 2013 - 12:16 AM

View PostMr 144, on 04 April 2013 - 11:50 PM, said:

I dunno Hunchie wise...to me, that's a Treb build.
Mr 144


I just recorded this, it's uploading and should take about 21 mins. The reason for the 4P is really two fold.
1. The weapons on the shoulder, clear the guns while 90% of your mech is still behind cover allowing you to submarine it. Like a mini stalker which is where the idea came from.
2. Protection - I know that big blocky shoulder is a tempting target, it's also the most armored as the Right Rear torso has such a small hitbox I only bother to put 1 pnt of armor back there because it's difficult to hit.

But mostly number 1.



Don't get me wrong if that Com-2D would of been able to get up on me he probably would of had his way with me unless I got off a lucky shot, but then again it's not my job to brawl with lights it's my job to throw as much hurt down field as possible. Hence the Glass hammer.

Also, I was doing a JIG when I legged that raven. Nothing makes me smile more.

I can do the same 3ppc boat with a Treb with jumpjets but it has less heatsinks.

Edited by Carrioncrows, 05 April 2013 - 12:17 AM.


#35 Mr 144

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Posted 05 April 2013 - 12:20 AM

View PostCarrioncrows, on 05 April 2013 - 12:16 AM, said:

...snip...


anxiously awaiting :P maybe time to revisit something other than the 4SP for hunchies. Really with the rear armor? I've never tried that extreme!

Mr 144

#36 Texas Merc

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Posted 05 April 2013 - 12:23 AM

I do that on facepunching stalkers and try not to get out of position

#37 Marcus Cvellus

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Posted 05 April 2013 - 12:27 AM

Because
A. Lights are mostly redundant and useless more often than not (especially in pug game), so people are just taking them in groups to derp around.
B. Like in any other mechwarrior game before, there is arms race starting to get created, and people dont want to be on the shorter end of the stick (that is why you see less and less lights and mediums).

Long story short, people want easy results, not to sweat for a kill just for sake of bringing different mech in the field.

Edited by Marcus Cvellus, 05 April 2013 - 12:29 AM.


#38 Victor Morson

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Posted 05 April 2013 - 12:38 AM

View PostMarcus Cvellus, on 05 April 2013 - 12:27 AM, said:

A. Lights are mostly redundant and useless more often than not (especially in pug game), so people are just taking them in groups to derp around.


Lights are really useful. Really really useful. The only mediums that are useful are the ones that are as light as possible. In a tonnage free environment, I mean.

The lights deal with the base / stopping base caps / getting intel, the assaults/heavies deal the damage. There's no place for combat mediums without restrictions.

#39 Marcus Cvellus

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Posted 05 April 2013 - 12:46 AM

View PostVictor Morson, on 05 April 2013 - 12:38 AM, said:


Lights are really useful. Really really useful. The only mediums that are useful are the ones that are as light as possible. In a tonnage free environment, I mean.

The lights deal with the base / stopping base caps / getting intel, the assaults/heavies deal the damage. There's no place for combat mediums without restrictions.


For base cap, ok, but, as i remember it is a big NO-NO in current community to do that.
Stopping a base cap? Good luck with that with current light (and most of other mech) ac40 or erppc insta kill or instaleg.
Getting intel? In a pug match? You must be joking. A bit more usefull in group, but again, not worth even then. Your teammates can find them on their own by listening for dakka-dakka or following shots that ppc boats are dishing.
ECM variants are usefull, rest not that much.

And this comes from a full time jenner pilot.

#40 Carrioncrows

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Posted 05 April 2013 - 12:47 AM

View PostMr 144, on 05 April 2013 - 12:20 AM, said:


anxiously awaiting :P maybe time to revisit something other than the 4SP for hunchies. Really with the rear armor? I've never tried that extreme!

Mr 144

Look in the mech lab. See how small that Rear torso spot is, and yet the Right Torso wraps all the way around the back.

Far more likely they aim for the box than the depressed area underneath it. It's never failed me yet





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