Jman5, on 20 April 2013 - 03:34 PM, said:
Here would be my thinking:
1. Notice the 4 sniper builds lumbering toward the usual defensive points.
2. Get spider and jenner to flank toward base cap through alternate avenue.
3. use remaining 3d snipers to keep eyes on force and distract.
4. Cap win or at the very least pull enough off the front for a direct assault.
Mobility is the great weakness of these jump sniper compositions. Not abusing this fact would be like bringing a sniper build to brawl.
OK Jman...but I was looking for what builds to face this 'team',,,you don't have to have spiders etc...The 3Ds are 'average' speed, and everyone build I've seen and used for the Highlanders use the max 325 (either XL or Std.). While definately lumbering...they are of relatively equal speed to any other assault on your own team (58-64kph depending on tweak)...also with only 2 jump jets devoted, almost any normal terrain obstacles are overcome....so mobility is not something you really have to play with. The 2 heavies still could have a speed advantage, but not overwhelmingly so. The lights...whichever they may be, are equal (ish).
The only 2 assualts that have the mobility are the PB and 9M...which are aslo barn sized target, but it would still be a fair gamble and an interseting tactic.
Alpine Radio Tower is just ugggg for an example...pick another...lol.
Winning by Cap is valid, I'm not one of those....but distract and cap being IMO best (fun-factor) used as a last resort or back-up plan, and not your sole defense to sniping drops. Especially because with a 4,2,0,2...mobility is not overtly given to either team.....range however is.
Probably the best 'brawler' build I've come up with using all the listed common sense tactics is the Atlas RS...ignoring gimpy missile entirely and using 4xLL+AC/20...endo...std 340...and 17 DHS..runs hot...requires coolshots (both)...has enough range to engage in the push...can out alpha the snipers...equal speed with superior range of motion (arms)...etc etc...
Unfortunately people are not running good 'brawling' builds anymore, which presses my point. SRMs are weak...there is no doubt on that. They are made to work simply because hardpoint dictate an increase in firepower over min/maxed ballistic and energy slots can only be accomplished by their use. This unfortunately does not give
any advantage to closing the distance...or on the opposite end LRMs...these are now niche weapons used to 'fill out' a build.
I have tried and used many different builds since the missile nerf, and without fail (stat tracking) Streaks are superior in every single way to SRM6s...4xSSRMs on a highlander > 4xSRM6s...available tonnage/heat used for ballistic/energy upgrades...The Jager -A is practically useless using SRMs in place of Streaks...even my Atlas's have reverted to Streaks...something I despise, yet perform better...
/rant over...lol
Mr 144
Edited by Mr 144, 20 April 2013 - 04:55 PM.