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Million Dollar Medium Question


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#1 Daxos

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Posted 24 September 2013 - 02:14 PM

What can you do with a medium that you can’t get with any other class? What is the purpose of mediums?
To preface, I’ve mastered several assaults, heavies and light mechs. I’ve also got into elite with the Kintaro and I’ve struggled finding mediums viable.
Speed, hit-box balance
Lights have speed, small hit boxes, and medium to small amounts of firepower.
Mediums have medium to high amounts of firepower for reduced speed, and big hit boxes (arguably similar size to heavies)
Heavies have high amounts of firepower, slightly slower and slightly larger hit-boxes
Assaults have large hit-boxes, high to epic firepower and tend to be slower than tectonic plate movements.
If I want speed, I go light. If I build a speedy medium, I sacrifice its firepower and still have a large hit-box. As an assault, it’s like Christmas seeing a Cicada stopped or at little to no transversal value, and even if they are at full transversal, it just takes me a little longer to eat them. Point to that story, sub 100kph isn’t fast with the hit-box difference of a medium compared to a light, and most mediums don’t get much above 100kph. And often, to do so, requires XL engines (RT or LT death)

Practical firepower
If I want fire power, I go heavy or assault. I’ve seen medium builds with lots of weaponry, and firepower isn’t practical if it isn’t sustainable.
Heat is the number one sustainable issue with mediums, distance is a secondary issue, and targeted firepower is a tertiary.
Heat: most mediums don’t have the capacity for heat sustainability with high amounts of firepower (example, Hunchbacks). You can have lots of “stuff”, but only able to chain/cycle through a portion of said stuff before the initial is off cool-down to maintain an optimal heat level, or you can have less “stuff” and lower overall firepower [or more stuff with a lack of focused firepower]
Distance: is a killer, brawler mediums have to either have the armor or speed to close distance into optimal range. As the above speed comments, mediums either lack the speed armor or firepower.
Focused firepower: Sure you can have multiple SRM6’s SSRM or LRM builds, but even with SRM’s and LRMs, artemis doesn’t put all those little points of damage on your reticule. 4 SRM6 or 6 SSRM2 Kintaro builds put 30-48 points of damage all over. While 6 ML’s or 2 LL and 2 ML’s do less damage on paper, they do more focused and therefore more effective firepower. Blackjack, and hunchback builds have the hard points for more focused fire but lack heat or distance components previously discussed.

Utility
Lastly, there are more heavies with JJ’s than mediums. There is only 1 medium with ECM (comparably 1 assault, 0 heavies, and 3 lights). No (non-heroic) medium has more than 2 module slots.

Conclusion
A single light can engage and destroy 1v1 most other mechs, and can disengage 1v2many. It has the speed, smaller hit-box and small-medium firepower along with utility to solo or group play.
A single heavy or assault can also 1v1 most mechs or last long enough in 1v2many to contribute or be reinforced.
A single medium can 1v1 mediums or slower lights, but lacks the speed/firepower balance to skirmish larger frames nor the armor/firepower to brawl with larger frames. Many mediums can be effective, but then again, many of anything else is just as, or more effective than a pack of mediums.
A skilled heavy or assault salivates at the sight of a one or two mediums.
What is it about mediums that makes them viable and or better than any other class?

#2 Veranova

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Posted 24 September 2013 - 02:24 PM

I've traditionally run Lights and Assaults. But have started working on a Centurion this week.
My view is that Lights and Assaults are two extremes. You either get
Fast & in-offensive, or
Slow and offensive.
There's little leeway, and if a match doesn't swing to your play style then you're gonna have a hard time.

Mediums bridge the gap quite nicely, and can pull their weight equally well in a larger variety of matches/play styles, but take a lot more skill to play as a result.
However they can fill a much broader number of roles which makes the Cent much more enjoyable for me.
^Those^ two lines are my experience, but also happen to align with lore, which is a testament to the balancing of the current game I think.

There are some buffs to be made I'll admit, but on the whole Mediums give you:
*Some* speed & *some* offensive power.
This needs to be brought to bear with a team, whereas Lights/Assaults can often run alone, but communicating with pugs and sticking with the group usually allows for this.
AND when you run with a pre-made and Teamspeak, mediums can really shine.

Edited by Veranova, 24 September 2013 - 02:25 PM.


#3 Dan Nashe

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Posted 24 September 2013 - 02:37 PM

What do mediums bring to a 12 v 12, no tonnage limit or restriction premade 12 man drop?
Nothing. Really.

What do mediums bring when you're in the 1-4 person queue?
First, you're lowering the weight of the opposing team.
With a little luck, they'll end up with a medium too.
So good or bad, it's a wash.

So the question then is, why pilot a medium?
Because after you win the brawl, and the enemy has 3 mechs left, and a 400-300 point lead, you can cap.
Because you can often base defense fast enough, but bring more firepower to a brawl than a light.
2 PPCs instead of 1 for faster sniping. Compared to a light.
9 ML instead of 6!

But you're faster than a heavy. Usually about 100 kph.
Vs 70-80 for a heavy.
Which is a lot of fun.

So, TL; DR.
Mediums are under powered right now in 12s.
Even with tonnage limits, mediums may be underpowered because a Jaegermech and a Jenner are probably more useful than two Centurians.

Pilot skill also matters a lot.
With 2 great pilots, I would put my money on the medium beating the light if the medium is designed to kill lights 8 times out of 10. With lower skill pilots, the fight gets more even as the light's speed makes a difference.
[deleted reference to a closed beta]. For example, with great pilots, speed is not as much of an advantage because the light mech will hit 95% of the time and the medium mech will hit 90% of the time. Also: SEE Kintaro streak boats.

Long term, with good HSR, my hope is:
Mediums kill lights.
Heavies kill mediums.
Assaults kill heavies. Although Heavies and assaults are pretty balanced against each other.
And lights cap the [scrap] out of assaults in addition to guaranteeing their team more pinpoint firepower on a fluid line.

But yeah, given that this is a game where mechs have to be 1:1 [My mercenary corps can't have 10 mediums while your merc core has 4 assaults] mediums are awesome but may lack a role in top level competitive play.

Which about 1% of the playerbase actually participates in :-).
A 12 man willing to be middle of the pack can still win with mediums. Because skill matters.

#4 Doranut

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Posted 24 September 2013 - 04:47 PM

It all depends on how you play. Vulture a fair amount, and learn each mech's weakness. Assault with a big projectile? Learn to stutter step and time it right. Energy boat comin at you? Same tactic will get you killed.

Your attack vectors matter more, and so does your relative positioning. A medium just isn't as forgiving as a heavy/assault, and doesn't have the speed of a light. That isn't to say they can't do amazing things, it's just a different approach.

When you find a medium you love however, you'll get it. It just takes time and practice. For me it's the wang, it plays exactly how I want to play MWO. I'll go after most assaults 1 on 1, and maintain a positive w/l and KDR doing it. With lights I just gotta get that big hit from the ac/20, it's not easy but it's not impossible either. My biggest fear is actually other mediums.

#5 Tilley

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Posted 24 September 2013 - 06:30 PM

Your playing style and skill will determine how well you pilot medium mechs. Your exposure to the enemy front gets more pronounced the higher you go in the mech scheme. Therefore, if you pilot a light mech, you will not be doing front line battle unless you are skilled enough to buzz them as a distraction. Medium mechs can go in and out of the battle front without having to commit to the fight. They have enough speed to get back to cover or to chase down damaged mechs. They are also excellent flankers. Once you get that role in the field, the medium mechs really shine. I have chosen the BJ-1 as my main mech until the clan invasion..then we will see.

#6 Flying Blind

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Posted 24 September 2013 - 07:23 PM

It really depends on the pilot. Yes a heavy mech is often only a little bit slower than most mediums and carries a lot more firepower and armor but when I pilot a heavy (unless it is a QKD-4H) I tend to die a lot more and do a lot less damage than when I'm in one of my mediums.
There sort of thresholds of survivability you cross at certain speeds. The first threshold is around 90kph. It is really amazing how much more vulnerable a mech is when doing 87 vs. 93 kph. Though this first threshold is there it is the one that makes the smallest difference. The next threshold is about 107 kph. Next is about 130 then 150 is the top. When I talk about survivability as a result of speed I don't mean people start missing their shots or that netcode starts giving you lag shielding (though we may still be getting a bit at 150+), rather what I mean is that the speed gives you the ability to be where you want to be when you want to be there. It is about positioning and angles and about leading opponents on a merry chase to isolate them from their team. Medium mechs can cross these upper thresholds while heavies cannot and they can cross them with more firepower and armor than lights. I run a
CN9-D at 132 kph and kick serious backside with it. I have occasionally tried builds that drop its speed one engine size to 128 and the difference is huge; it dies much faster.

Ok still with me? Sorry so long. If you want to he a good medium pilot you need to think of how you move first and how you shoot third. You are the sheepdog of the battlefield wrangling mechs to their doom or rescue. You are that little bit of extra leverage right where the team needs it. Heavies aren't fast enough to do it lights don't have the power nor are they credible enough threats. Mediums are all about utility and timing.

I have mastered all variants of every medium mech in the game, and I also own every mech and have nearly every one fully elited up so I have a good basis for comparison.

Edited by Flying Blind, 24 September 2013 - 07:27 PM.


#7 Voivode

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Posted 24 September 2013 - 07:49 PM

There are four main things you can do with mediums. Some chassis and variants are better at certain roles.

1) Fire support: Add extra firepower to help the heavies. Works well as long as you don't attract attention.

2) Ambush: Find a nice hiding spot or maneuver behind the enemy. Mediums are quite agile and can easily get behind an assault and gut them.

3) Light hunting: Not all the mediums are quite so good at this but the ones that can move over 100kph can pack enough firepower to leg a light mech in no time.

4) Brawl: Not for every medium (mainly the Centurions, really) but sometimes just getting in there and smashing face should be your focus. Mediums have way more agility than heavies and assaults so a brawling medium with a good pilot can keep themselves just to the left or right of the enemies firing arc.

#8 Hex Pallett

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Posted 24 September 2013 - 08:11 PM

It feels good.

(My beloved Hunchbacks will always, ALWAYS be my favorites)

#9 Solis Obscuri

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Posted 24 September 2013 - 08:29 PM

View PostTilley, on 24 September 2013 - 06:30 PM, said:

Your playing style and skill will determine how well you pilot medium mechs. Your exposure to the enemy front gets more pronounced the higher you go in the mech scheme. Therefore, if you pilot a light mech, you will not be doing front line battle unless you are skilled enough to buzz them as a distraction. Medium mechs can go in and out of the battle front without having to commit to the fight. They have enough speed to get back to cover or to chase down damaged mechs. They are also excellent flankers. Once you get that role in the field, the medium mechs really shine. I have chosen the BJ-1 as my main mech until the clan invasion..then we will see.

Inclined to agree. I've played every weight class and mastered mediums, heavies, and assaults, and each have strengths and weaknesses.

Assaults have superior firepower and staying power, but lack mobility - once you commit you're committed, and if you misjudged you're dead - though you might last long enough to bring someone down with you. You're also a huge, easy to spot target and you'll naturally draw fire. Assaults are a natural go-to for slugfests, but too many pilots expose themselves unnecessarily to enemy fire, convinced in their invincibility. Seriously, I've seen way too many Atlas pilots waste half their frontal armor prairie-******* against enemy snipers they have no way to effectively engage.

Heavies have similar firepower to assaults, but less staying power and better mobility. Like an assault they can wade into a dense firefight with a chance to hold their own, but they have somewhat better odds of scrambling away from a bad situation. Most pilots just use that mobility to get into trouble, though. They're also fairly big targets. I love piloting heavies, but I get overconfident if I do it too much.

Lights have great mobility but weak armor, and everyone knows to keep moving in a light. Again, the speed can get a light out of trouble but all to often people treat it like an invincible shield and waste armor running around in front of the entire enemy team instead of engaging tactically.

Mediums are, in many ways, like heavies that lack firepower and armor. However, that encourages you to play smart in one - you know you don't have the firepower and armor to take on the world, you know you can't expect to run through the whole enemy team and come out intact. It's also easy for enemies to underestimate a medium, and most pilots would sooner turn their back on a medium to engage a more-menacing heavy or assault. That makes a reasonably quick medium a good skirmisher, and piloting one will teach you the most about being a good pilot and a good teammate. They aren't the best mechs on paper (though I think some quirk bonuses to acceleration and turn rate could help that) but what makes or breaks a mech is its pilot, and mediums will make you a better pilot, no matter what you've used before.

#10 Johnny Reb

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Posted 24 September 2013 - 08:50 PM

View PostDaxos, on 24 September 2013 - 02:14 PM, said:

What can you do with a medium that you can’t get with any other class? What is the purpose of mediums?
To preface, I’ve mastered several assaults, heavies and light mechs. I’ve also got into elite with the Kintaro and I’ve struggled finding mediums viable.
Speed, hit-box balance
Lights have speed, small hit boxes, and medium to small amounts of firepower.
Mediums have medium to high amounts of firepower for reduced speed, and big hit boxes (arguably similar size to heavies)
Heavies have high amounts of firepower, slightly slower and slightly larger hit-boxes
Assaults have large hit-boxes, high to epic firepower and tend to be slower than tectonic plate movements.
If I want speed, I go light. If I build a speedy medium, I sacrifice its firepower and still have a large hit-box. As an assault, it’s like Christmas seeing a Cicada stopped or at little to no transversal value, and even if they are at full transversal, it just takes me a little longer to eat them. Point to that story, sub 100kph isn’t fast with the hit-box difference of a medium compared to a light, and most mediums don’t get much above 100kph. And often, to do so, requires XL engines (RT or LT death)

Practical firepower
If I want fire power, I go heavy or assault. I’ve seen medium builds with lots of weaponry, and firepower isn’t practical if it isn’t sustainable.
Heat is the number one sustainable issue with mediums, distance is a secondary issue, and targeted firepower is a tertiary.
Heat: most mediums don’t have the capacity for heat sustainability with high amounts of firepower (example, Hunchbacks). You can have lots of “stuff”, but only able to chain/cycle through a portion of said stuff before the initial is off cool-down to maintain an optimal heat level, or you can have less “stuff” and lower overall firepower [or more stuff with a lack of focused firepower]
Distance: is a killer, brawler mediums have to either have the armor or speed to close distance into optimal range. As the above speed comments, mediums either lack the speed armor or firepower.
Focused firepower: Sure you can have multiple SRM6’s SSRM or LRM builds, but even with SRM’s and LRMs, artemis doesn’t put all those little points of damage on your reticule. 4 SRM6 or 6 SSRM2 Kintaro builds put 30-48 points of damage all over. While 6 ML’s or 2 LL and 2 ML’s do less damage on paper, they do more focused and therefore more effective firepower. Blackjack, and hunchback builds have the hard points for more focused fire but lack heat or distance components previously discussed.

Utility
Lastly, there are more heavies with JJ’s than mediums. There is only 1 medium with ECM (comparably 1 assault, 0 heavies, and 3 lights). No (non-heroic) medium has more than 2 module slots.

Conclusion
A single light can engage and destroy 1v1 most other mechs, and can disengage 1v2many. It has the speed, smaller hit-box and small-medium firepower along with utility to solo or group play.
A single heavy or assault can also 1v1 most mechs or last long enough in 1v2many to contribute or be reinforced.
A single medium can 1v1 mediums or slower lights, but lacks the speed/firepower balance to skirmish larger frames nor the armor/firepower to brawl with larger frames. Many mediums can be effective, but then again, many of anything else is just as, or more effective than a pack of mediums.
A skilled heavy or assault salivates at the sight of a one or two mediums.
What is it about mediums that makes them viable and or better than any other class?

Unfortunately, I think you are right, mediums are in a bad place and have been for awhile. However, certain mediums can easily keep up and out gun or out last lights 1v1, Cicada not included. My two favs are the KTO-18 for firepower and then the Cent-D for speed and staying power, both here:
http://mwo.smurfy-ne...862c26618de3ed7
http://mwo.smurfy-ne...cbf3879757f0162
treb-3c can do the same just not as durable, hence the staying power.
Also, any light staying with the KTO-18 is asking to die, it is also as nasty to anything else in range.
In pugs regularly put up 500+ damage with the KTO with a couple 900+. Cent-D not so much but with speed it is more a heavy light and not a light/whatever in range hunter. I run both with cap accelerator cause that's where the lights are or will help the team to draw them to me.

Edited by Johnny Reb, 24 September 2013 - 08:53 PM.


#11 TripleEhBeef

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Posted 26 September 2013 - 06:37 AM

IMO, there are some jobs mediums do better than their heavy counterparts.

Compare the Dragon to the Centurion. Both can be set up to run a big engine and decent firepower. The Dragon's big nose is just asking to be cored, while the Cent has its legendary zombie ability letting it survive a massive amount of damage, especially considering its weight class. There is a firepower tradeoff, but Dragons are huge targets, commonly run XLs, and generally get eliminated quickly anyways.

Or take JJ Trebs vs Quickdraws. JJ Trebs can be set up as pretty capable strikers. Compared to the Quickdraws, they trade a little armour for a bit more speed, and with SRMs, they can hit just as hard as Quicks without the same heat issues. Kintaro's lack JJs, but they're pretty adept at the striker role too. Their only downside is ammo dependency.

LRM Cats can rain holy hell down on people, but they're a big eared walking CT. LRM Kintaros and Trebs can't carry the pure firepower that LRM Cats can, but they aren't sitting ducks for anything inside LRM range. They're faster and have enough arm mounted lasers to track and hold off light attacks, something the Catapult is woefully vulnerable to.

The Jagermech, Orion, and Cataphract are the only heavies that mediums can't really stand up to in a straight fight. Jagers are DPS machines, Phracts can carry plenty of armour and heavy hitting weapons, and the Orion is a pocket assault mech. But you can win if you use mobility to your advantage.

#12 jper4

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Posted 26 September 2013 - 08:40 AM

View PostVoivode, on 24 September 2013 - 07:49 PM, said:

There are four main things you can do with mediums. Some chassis and variants are better at certain roles.

1) Fire support: Add extra firepower to help the heavies. Works well as long as you don't attract attention.

2) Ambush: Find a nice hiding spot or maneuver behind the enemy. Mediums are quite agile and can easily get behind an assault and gut them.

3) Light hunting: Not all the mediums are quite so good at this but the ones that can move over 100kph can pack enough firepower to leg a light mech in no time.

4) Brawl: Not for every medium (mainly the Centurions, really) but sometimes just getting in there and smashing face should be your focus. Mediums have way more agility than heavies and assaults so a brawling medium with a good pilot can keep themselves just to the left or right of the enemies firing arc.



i agree with this and a handful of additional comments.

1) mobility still a key even when supporting the big guys. that mobile medium that is shooting me while moving around- i'll keep firing at the heavy/assault i'm shooting right now. medium that is just standing there shooting- one good alpha from the heavy and now half the medium's firepower might be gone.

2) mediums make good lrm boat hunters. i've done this quite often with my hunchies, trebs and even the speedy blackjacks. wait til the fight starts and whatever protection the lrm boats have drift to the front. find a flank and tear the lrm boat apart. sure cats might be firing a couple of MLs at you but you have the firepower edge. plus it's not raining lrms at your team while you're bothering it. and if it ignores you, start shooting the ears. stalkers are a bit tougher as they actually have decent backup weapons usually and the whole assault class armor thing. but they can;t twist as well so you can stay behind them and fire away. and you have enough speed to run if help shows up (watch for angry revenge lrms from the guy you were shooting though)

3) streak-taros are the bane of many lights these days. any medium that can load 2+ streaks is good for that role but realize it's gonna take much longer to kill that assault with streaks hitting all over. but you're here to kill the pesky lights so don;t worry about the big guys til later. and if you can get to 100kph+ lights can;t get out of range before you get a few volleys off. blackjacks are probably the worst medium to light hunt with though. aim for the spiders first because 1) they all seem to have ecm and 2) they're nigh-impossible to hit otherwise- seen many matches where 6 mechs take over a minute to kill the last spider on the other team. streak them down early and breathe a sigh of relief.

4) i mostly brawl myself and hunchies are good for this, cents are like highlanders (the movie) because they can still shoot you at 10% intact or so. though it's trickier if you have an xl engine on you because one good shot from an assault and forget it. people like to aim for the RT/LT on mediums a lot i find for that reason.

#13 Jman5

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Posted 26 September 2013 - 09:17 AM

I think the most effective role a medium can play is as a light/medium-hunter. This is why I would argue the Kintaro is the greatest medium mech in the game. You have high speed combined with streaks. The superior tonnage means you will almost always dominate a 1v1 even if he out-damages you.

Not only does this let you crush any base attacker, but it makes offensive base caps even more effective. Any light that tries to save his base is going to have a bad time.

I don't like the medium as a long range snipers and being a brawler is tricky at best. 9 times out of 10 you will get singled out of a group if you're in a hunchback or blackjack. People instinctively see you as the easy mark. The guy you can quickly knock out of the fight for a free kill. You're generally not fast enough to be hard to hit, but you're not strong enough to tank many hits. Whether this is true for you or not, this is how others generally will see you and so you get focus fired a lot.

Edited by Jman5, 26 September 2013 - 09:41 AM.


#14 Bront

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Posted 26 September 2013 - 11:26 AM

Mediums are good light hunters and harrassment mechs. They aren't the mechs that should be out on their own, but they're the mechs you want beside you in a fight. Assaults/Heavies need them to keep the lights off, or to simply offer enough punch and distraction to give them an edge. Mediums make good lance support mechs.

That said, yes, mediums aren't in the greatest of places in the current meta, but you still see some around, and occasionally folks being very effective with them.

#15 Johnny Reb

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Posted 26 September 2013 - 09:59 PM

View PostTripleEhBeef, on 26 September 2013 - 06:37 AM, said:

IMO, there are some jobs mediums do better than their heavy counterparts.

Compare the Dragon to the Centurion. Both can be set up to run a big engine and decent firepower. The Dragon's big nose is just asking to be cored, while the Cent has its legendary zombie ability letting it survive a massive amount of damage, especially considering its weight class. There is a firepower tradeoff, but Dragons are huge targets, commonly run XLs, and generally get eliminated quickly anyways.

Or take JJ Trebs vs Quickdraws. JJ Trebs can be set up as pretty capable strikers. Compared to the Quickdraws, they trade a little armour for a bit more speed, and with SRMs, they can hit just as hard as Quicks without the same heat issues. Kintaro's lack JJs, but they're pretty adept at the striker role too. Their only downside is ammo dependency.

LRM Cats can rain holy hell down on people, but they're a big eared walking CT. LRM Kintaros and Trebs can't carry the pure firepower that LRM Cats can, but they aren't sitting ducks for anything inside LRM range. They're faster and have enough arm mounted lasers to track and hold off light attacks, something the Catapult is woefully vulnerable to.

The Jagermech, Orion, and Cataphract are the only heavies that mediums can't really stand up to in a straight fight. Jagers are DPS machines, Phracts can carry plenty of armour and heavy hitting weapons, and the Orion is a pocket assault mech. But you can win if you use mobility to your advantage.

Heh, yes the Kintaro can bring down the same, or similar lrm, as a Catapult. Not faster, the cat just have JJ. I think the Catapult for ever config you make is obsolete, another mech currently can do it better? Catapult is in my eyes a no go! However, give me a build! I bet I can top it!

Edited by Johnny Reb, 26 September 2013 - 10:01 PM.


#16 Hex Pallett

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Posted 26 September 2013 - 11:54 PM

I should elaborate a bit.

Cut all the theoretical talk. A carefully crafted Medium will strike the perfect balance between responsiveness and firepower. By carefully crafted I mean the kind of upgrade that would make you go 80+ km/h (or 120+, in Cicada's case) and uses almost every last ounce of juice the chassis would provide. Your ride will allow you to play smart, respond to your move, and will give you the protection you need when you misstep.

And you may end up with something like this:

Posted Image

#17 Drakonsosuke

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Posted 27 September 2013 - 12:25 PM

I found hard to settle with Mediums at first, because I'm used to Assaults.
But I found them interesting and I understood some strategy.

I think that M should be used this way:

1. Escort Heavies and Assaults to free their six off light attackers that they can't manage.
2. Guerrilla tactics, Passing By shooting and retreat behind the main line. This can distract the opponents, bring some damage and let assault team lay damage.
3. Point defence from light cappers.
4. Drawing attention with some good damage and maybe even a Heavy kill.

I think those are tactics almost reserved for mediums, as lights are uncapable of apply them and heavies are too slow.

#18 Hexenhammer

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Posted 27 September 2013 - 12:57 PM

Lore wise Medium mechs were the workhorse of the Inner Sphere. They were the general army. In MWO? They are what you make them. Just make them something you like.

#19 NRP

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Posted 27 September 2013 - 01:00 PM

In my opinion, Mediums are best suited for protecting your team's Assaults and Heavies. Lights can't really do this task very well. They are also good force multipliers for the Assault/Heavy lance.

It seems like people only look at a Medium's viability in a 1v1 situation. This is a mistake imo. Mediums shouldn't be in 1v1 situations.

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Posted 27 September 2013 - 01:24 PM

Most people don't really know the strength of a medium or they just skimp the surface.

Mediums are bland in the sense that, like it's been mentioned, other weight chassis do specific roles better (brawler, support, light hunter, scout, etc.)

However Mediums can be pivotal in matches and in warfare. How do you ask? Mediums are all about reacting.

No other weight class can reinforce the front line, flank an enemy line, help out in a light brawl, protect an assault, or support a cap like a medium.

To be effective as a medium you need to have a lot of constant situational awareness. You need to be very mobile (not necessarily light mech fast) to respond to opportunities.

If you see an even engagement, you show up to be the extra punch that turns the balance of the fight. You can do this if it's a battle between lights or heavies.
You see enemy lights going to your base to cap? You can support your lights and be the tilting point in that fight.
You see other heavies or Mediums from your team trying to flank the enemy, go add the extra punch.

If there are two battle fronts and one is loosing (more then you can help), then you're fast enough to move to the other front and make a difference there.

Playing a medium is a support role that can be very rewarding because if played well you can make a big difference in the outcome of the battle.





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