The main issue confronting a lance purely composed of assaults would be mobility. In addition to having a typically lower ground speed, the assaults in-game have demonstrated lesser torso-twist angles than lighter 'mechs, and would have little access to recon information. As a result, they'd be forced almost to a standstill to cover one another's flanks, or else they'd be continually subjected to hit-and-run flanking attacks and sniper fire, as well as being at risk of separation, due to low speeds hampering the ability to regroup. And once they slow to a crawl...
Major Bill Curtis, on 05 June 2012 - 07:44 AM, said:
Pretty much, and I think that's why the devs are putting those tools in. Having a bunch of assault PPC boats and Gausszillas camping your base gets a lot less appealing when you know these are going to be inbound.
Kobold, on 05 June 2012 - 09:19 AM, said:
IS heavies don't move appreciably faster than assaults without XL engines. They certainly aren't fast enough to make them appreciably harder to hit with weapon fire. Look at how fast the Hunchback can move in the videos. No semi-skilled player should have problem landing all his weapons fire on a target that speed.
Not true at all. If anything, the I.S. assaults typically suffer a speed penalty until XL engines, unless they sacrifice a fair degree of armor or firepower for the larger engine. Assault 'mechs with 6/4 movement and 3025 tech like the Zeus, Victor, and Cyclops have no substantial armor or firepower advantage over heavies like the Marauder or Crusader, and even the more solid 6/4 designs like the Battlemaster and Thug wind up making concessions, and are close to heavy designs like the Orion, Thunderbolt, and Flashman in terms of armor and firepower. The really "mighty" assaults like the Atlas, Stalker, Awesome, or Highlander are all restricted to 3/5 speed or lower without XL engines.
Kobold, on 05 June 2012 - 09:19 AM, said:
So again, assuming equal skill pilots (and assuming no nonsensical stacked matches, like a bunch of PPC weilding Cicadas against a bunch of slow moving assaults armed only with very short range weapons), my money is on the assaults every time.
Assuming everyone stand like a tree and shoots at each other on an open, featureless plain, I tend to agree, it's a battle of armor and gunnery.
Once the fight is mobile, on terrain that provides concealment, the values of piloting and tactical coordination come into play to a much greater degree, and assaults suffer in that area (regardless of how good the pilots are) due to limited maneuverability and an inherent weakness at reconnaissance.