

Where do Heavy and Medium Mech's fit?
#1
Posted 06 June 2012 - 06:52 PM
Mediums and heavies as the "tweener" weight classes seem like they won't do quite as well as the other classes in a given specific role (i.e. a catapult won't be as good of a support missile boat as a longbow). Are the speed, maneuverability and firepower differences supposed to offset this distinction?
For example A centurion is slower and less maneuverable then a jenner, but is more heavily armed and armored. So I would imagine a jenner is better as a scout, however a centurion is far outclassed by assault mech's in armament and armor it does't seem to have a role as an brawler either. So what is the role for the centurion and other medium mechs (and heavies for that matter)?
#2
Posted 06 June 2012 - 07:04 PM
#3
Posted 06 June 2012 - 07:06 PM
Quote
I can put a catapult up on top of a plateu that can only be reached with JJ's and rain death down on you.
You can't do that with a longbow.
#4
Posted 06 June 2012 - 07:08 PM
#5
Posted 06 June 2012 - 07:08 PM
#6
Posted 06 June 2012 - 07:48 PM
These are:
- Scout (Speed above armor and firepower - they're only there to look and report back. Example: Cicada Even though it's a recon 'mech, the Raven is a bit too slow, well armed, and armored for this role. The Jenner can double in this role in a pinch)
- Striker (High speed and short ranged firepower, poor armor - for flanking or evading opponents and dish out large amounts of firepower on a target at close range. Examples: Jenner, Commando, Raven)
- Skirmisher (Uses high mobility and jack of all trade weapons to bring the fight to the enemy. Examples - none so far. See Hermes II, Grasshopper, Quickdraw)
- Brawler (Slightly less mobile than skirmishers, but make up for it with heavier armor and longer range. Example: Dragon)
- Missile Boats (Armed primarily with long ranged missiles. Can fire many volleys at great ranges. Example: Catapult)
- Snipers (Slow moving, armed with long-ranged weapons for attacking opponents at a distance. Examples: Centurion, Cataphract, Awesome)
- Juggernauts (Slow moving, Heavily armed and armored mechs meant to get up close and personal with their targets. Examples: Hunchback, Stalker, Atlas)
Edited by ice trey, 06 June 2012 - 07:51 PM.
#7
Posted 06 June 2012 - 08:03 PM
#8
Posted 06 June 2012 - 08:31 PM
#9
Posted 06 June 2012 - 08:52 PM
It's he same in RL - why don't all country use Leopard II and M1 Abrams tanks - they are the best tanks after all? E.g. T55 are much cheaper and often available for countries which can't get their hands on the premium stuff (even if they had the money) due to embargos or similar restrictions. And these tanks might be sufficient for the purpose in mind and on hand - as long as they dont have to fight against premium hardware in large numbers...
#10
Posted 06 June 2012 - 09:00 PM
Quote
Inside a very large garage.
#11
Posted 06 June 2012 - 11:33 PM
#12
Posted 07 June 2012 - 12:09 AM
The most effective 'Mech for a given role isn't necessarily the one that's the most heavily min-maxed.
#14
Posted 07 June 2012 - 02:08 AM
If a player opts to go Scout, they may want or a mission may be best scouted with a mech that is a little heavier due to increased threats. Maybe the scout plans to do a hit and run but on running needs enough armour to allow some hits in the back.
Scouting does not always mean under the rader. A scout may be used to create a distraction, bait, while they collect information and so on. They might need just a bit more armour while they bait and attract players too their position. Enemy gives chase of a mech quick enough and with enough armour to sustain some fire. Don't need to be too quick because friends are hiding and about to ambush the chasers.
That is just once scenario that may require a balanced mech, mainly because the scout does not clearly know exactly what will go down.
If your not thinking about playing like this, then you'll get a few surprised from me and my tactics

Edited by GHQCommander, 07 June 2012 - 02:12 AM.
#15
Posted 07 June 2012 - 02:24 AM
Alpha Six, on 06 June 2012 - 06:52 PM, said:
Mediums and heavies as the "tweener" weight classes seem like they won't do quite as well as the other classes in a given specific role (i.e. a catapult won't be as good of a support missile boat as a longbow). Are the speed, maneuverability and firepower differences supposed to offset this distinction?
For example A centurion is slower and less maneuverable then a jenner, but is more heavily armed and armored. So I would imagine a jenner is better as a scout, however a centurion is far outclassed by assault mech's in armament and armor it does't seem to have a role as an brawler either. So what is the role for the centurion and other medium mechs (and heavies for that matter)?
It would come down to versatility. Mediums and heavys can fulfil multiple roles, while assaults and lights generally are more specific on what they can do. You will never see a light mech that's able to stand toe to toe with an assault, and you will never see an assault with the speed and maneuverability of a light mech.
#16
Posted 07 June 2012 - 02:52 AM
#17
Posted 07 June 2012 - 03:04 AM
Who finds and spots the enemy? Scouts - that's easy. Who closes in and exploits the enemies weaknesses? Mediums and Heavies.
Assaults are great at fighting - ONCE THEY GET THERE. Long Range Snniper/Support mechs can just fire and kite, and the big Assaults will struggle to ever bring their arms to bare.
However, as ice trey suggests, it's mroe about the roll of the mech then the weight. But the point remains... Everything has it's place, provided of course, people fill the roles that suit their team.
#18
Posted 07 June 2012 - 03:19 AM
Or in more detail: Heavies have enough speed to not be easily outmaneuvered (however not enough to outmaneuver the enemy), while retaining a good arsenal, especially compared to the faster assault mechs. Slow assault mechs (Atlas, Stalker) have an edge over them in terms of firepower, but it is not as substantial as the advantage of heavy mech weaponry compared to lighter designs, while that last cut to speed hurts quite a lot.
Mediums have the potential to carry enough weapons to be a credible threat and combine it with good speed. Unlike heavier mechs you are fast enough for flanking maneuvers, but unlike lights you present a credible threat (the Raven's 2ML and SRM6 is not a "large amount of firepower"). However this is limited to balanced designs. Slow mediums like the 3025 Centurion have just one thing going for them: they're cheap.
#19
Posted 07 June 2012 - 04:46 AM
3/5 - Assault or Shock Troops - Essentially these bad boys you pick a target and march right in or hold the line
4/6 - Line - As in Mech of the line, Mostly heavies and mediums, some assaults, these mechs are the back bone of most regiments, and have a bit more capability in terms of speed than their slower and usually heavier cousins.
5/8 - Cavalry - Cav's are a fun roll to play especially in later eras they have a bit of speed, and can look at hitting the flanks of the enemy when they have the chance. They may have less armor or the XL engine weakness though, so they should never be pushed as hard the previous two categories. However, they can still put out in a fight, even in the era we are at in this game.
6/9 - Strike - Strikes are what I call the first class of raiders, screeners, etc. They are good to work on the flanks or out in front of an advance, and there are few rides that can keep up that they can't handle, and those they can't they can fall back to stronger lines. Strikes are definitely the first of the, Speed is like armor group of mechs.
7/11 - Pursuit or Skirmisher - where as the Skirmisher's described above, these mechs often are either good at range or up close, they can find the enemy, spar with them at range, and get out before taking too much, but shouldn't be getting too close too often. Sometimes I'll keep these mechs in reserve to give chase along with Strikes if the enemy starts to flee because of damage suffered.
8/12+ - Recon -Pretty much anything that moves this fast or faster is Recon. Often very light on armor, weaponry may be lacking, but these mechs can really ruin your day if you ignore them early in a fight.
Now, that's not to say that a Heavy Strike or Cavalry unit can't be used in another roll, with the advent of advanced electronics you have other options, but in general I tend to see these as these mechs primary roles. That isn't what always happens though.
#20
Posted 07 June 2012 - 05:43 AM
Heavies at least offer a really nice balance of Speed and Armor. Not so slow to be pondering, but well armored.
My guess would be that Mediums im MWO have more module slots than heavy/assault mechs to incentivise players to take these mechs.
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