aniviron, on 28 June 2013 - 12:29 AM, said:
I am inclined to agree that knockdowns are going to just wreck lights and mediums when they are reimplemented. Lights and mediums tend not to have the luxury of taking much or any long-range armament since it all weighs so much, which means getting close. Getting close means running into things, since the netcode in this game is still in pretty bad shape; and getting knocked down in a medium or light means getting killed in one shot to the back.
I do take issue with your roles for lights and mediums though. Scouting is almost totally useless in this game, largely due to map design- if your team takes the centre route and the other team is not there, then they are on one of the two side routes and every map allows you to see at least one of them. Logic dictates the rest. Because the mech roles are so screwed up to begin with, it is rare that a team will split up and take more than one route, at least in a pug. Spotting for LRMs is nice, but it is very risky, and while LRMs are pretty decent right now, they are not even remotely so good that it is worth sending two players to do the job that one player could do alone if they were not using LRMs. Every mech can finish off critically damaged mechs. Light hunting is a moot point, because nobody takes lights in the first place, so why take one of your own to hunt them down when you can splatter them to slag in one or two volleys of your assault? The only real relevant role is base capping, but nobody does that because it's not fun to do, and there is no reward for doing it.
Well that's the thing...
Lights and Mediums have the role of being scout because they are faster.
Some people like myself like being fast and agile, and being a scout is the intended role not killing other mechs.
Take note that 4 man and 8 man is two different beasts of game though but scouting is still useful in both.
LRMs spotting is best done dedicated and GOOD LRM boats on TS. I am reluctant to do it for people who are bad at it... You die before they kill the intended target. But if done correctly...
Identify target... harass and tag the ******... team mate LRMs him to death in seconds... RUN AWAY before his team mates can retaliate...
Can any mech kill critically injured mechs ??
Nooo you don't get it... Assault vs. Assault your team made dies and you noticed this and enemy runaway and hides away from the front lines behind his team as defence... Who can survive quickly running into their defence... Assassinating that fellow and coming out alive ?? Only a light mech can do this trick more successfully than others all due to surprise and speed.
I drive lights.... (but i am taking a study break right now)
My first job as a light is to find out of the enemy team.. has lights... If the answer is yes..
I got to get them killed before I start playing with the enemy's base...
I agree there is no reward of capping or there is not enough CBill incentives..
The point is to win by any means necessary and enjoy the QQ especially if they are FedRats....
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On the other hand - no amount of maneuvering is going to help you when 8 enemy assault mechs camp the higher base at River City.
Well this where patience counts...Nothing is impossible...
Eg. 8 man pug assault team camps at their base....
You team is an 4x2 sync drop balance team of light mediums and whatever...
Light found out that all assaults waiting at base...
What do you do ?
Camp too !! Wait and wait for 15 mins... until the pug team looses patiences and comes after you.
Egg... Them on with information warfare calling them cowards or what not.
In assault you only need +1 kill at time out to win...
Also camping at base does not work for Conquest..
Edited by ShinVector, 28 June 2013 - 04:49 AM.