I tell you now - that's rubbish; it's just a question of play style. So for the sake of introducing new players to this chassis I have created this document in the hopes of spanning the vast majority of training considerations for medium piloting.
First off: Why a medium mech?
Mediums are often referred to as the jack of all trades, master of none. This is probably the most accurate description possible. They sport moderate to moderate-high armor, frequently have similar payloads availability as heavier mechs, and typically are slightly/moderately faster than heavies/assaults. There are exceptions but when painting with a broad stroke these are the general pluses. This gives you a wide range of versatile roles on the field. You're never confined to 'just assault' or 'recon only'. Though typically you'll be outclassed by dedicated mech designs for those purposes. It's a great fit for a flexible player looking for more than just "stand on ridge, mash alpha, back up, move forward, see step one".
Mediums also are typically a lower priority target in a brawl. As such they often ignored. This can be very perilous for assaults who aren't very situationally aware.
Second off: How do you build a medium mech?
Medium mechs are often plagued by difficult design choices. Do you put a heavier payload on at the expense of engine speed? What about an XL? So here are some general rules of thumb for medium mechs.
Build rule one: Whenever possible, avoid XL engines unless you're either avoiding combat (Trebuchet missile boat) or are a specific high-speed model and that's your gimmick (centurion CN9-D/Any Cicada)
Build rule two: Generally the more armor, the better. Though I typically will cut my leg armor down to about 35ish for free tonnage.
Build rule three: Get the usual 'good stuff' - Always have DHS, Endo first, then ferro. This applies to virtually all mechs, but for those who don't know - Endo does the same thing as ferro only better. It gives you more free tonnage/crit spaces used. Since tonnage is such an important factor (especially when using STD engines) I will often times try to cram ferro on there as well for maximum free tonnage. I typically avoid AMS because it's generally a waste due to you being fast enough to get to cover. Not to mention 1.5 tons could be better spent elsewhere.
Build rule four: Don't do too much at once. Most of the stock builds are real bad at putting too much on and doing the 'too much' part badly. Example: Stock CN9-A. Sure, you can play an AC10, 2ML, and LRM10 - you just won't be terribly effective with it in most cases.
Build rule five: A slow medium is a dead medium. Whenever possible get the most bang for your buck out of speed. This doesn't mean defaulting to the fastest possible speed (as sometimes this results in poorer builds) but rather means don't make a 64kph cicada and expect to live for long. Your hallmark as a medium is generally NOT your speed but you can still usually get a medium to 92ish(treb/hunch/cent/bljk) or 125+(cicada) with relative ease. This is typically a solid 10-15 kph faster than most heavies.
Which brings us to section 3:
How do I play my medium effectively? Arguably the most difficult portion of a medium.
Rule one: Don't charge headfirst. Despite your increased armor vs a light, you will die very fast if you're the focus target for an enemy team. Rather try to stick with the middle/sides of a pack so that the assaults can tank for you to get you into combat range. Alternately use your superior mobility to flank and harass.
Rule two: Cover. You want to preserve as much armor as possible until the end of the match. So use your typically smaller profile to shoot from around corners, over hills, etc as often as possible. Avoid direct conflict until it can be no longer be avoided.
Rule three: Stick with a group. You are not a tank in most cases; you typically want someone else to 'draw aggro' from the enemy brawlers while you use your not-to-be-mocked weaponry to pick apart their components.
Rule : Use your mech's gimmick. By mech:
Cicada - a higher speed, up armored jenner with no jump jets. Stick and move. This mech is best used in small doses. Don't duel with people but rather come in at inopportune times, ambush, get out, rinse, repeat. Especially effective with the 3m. Other variants rely on weapon loadouts for viability. Not particularly effective with a standard engine, definitely load an XL for maximum survivability though high speed.
Hunchback - concentrated firepower gives you more vulnerability but allows higher damage output than virtually every other medium chassis. High mounted torso mount means shooting over hilltops with minimum exposure is a breeze. High armor values mean when they finally do come to fight you, you very likely will be able to put up a good fight. Plan on having a good head mount/left arm weapon though since you'll almost invariably lose your hunch each round and will need a competent backup to zombie-brawl with.
Centurion - The centurion is an excellent medium platform. It's weapon arm is easy to load out with heavy weaponry ranging from an AC20 (YLW), Gauss, UAC5, to 2xPPC/etc (AL). The shield arm can be used for a free 48 point soak if you're good at torso twisting to avoid damage. The torso mounted lasers make this a fantastic 'zombie' brawler after the arms and left/right torsos (maybe even a leg) are shot off. No comment on the broken hitbox assisting it's survival. *fixed as of recent (1/13/14)
My rather dated centurion guide: http://bit.ly/YduwD5
Blackjack - Jump jets,moderate speed, and above average weaponry. What's not to like? Well, armor could be better. Use your high mobility and firepower for daring hit and run attacks. Keep terrain on your side. Use the arms to shoot over hilltops like a jagermech. With the new movement code the mobility of jumpjets gives you a big advantage on certain maps - use it.
Trebuchet - A solid platform hampered by atrocious arm movement. Regardless, can be made into a higher than average speed brawler, sniper, or LRM platform. Generally functions best at longer ranges though you run a risk of return fire being superior to your own fusillades. Jump jets also help this mechs viability in the current meta though I must say I couldn't sell my trebs fast enough. YMMV though.
55 Ton mechs -
Shadowhawk - One of the most versatile chassis available. You can build it to brawl, to fight long range, to be a nimble hit and run gunner.. etc. It's a very thin, tall chassis though. It can best be utilized from cover using it's shoulder mounted weaponry. Jump jets are standard faire for it and make it a formidable asset on the field.
The kintaro - Missiles, Missiles, Missiles. A pretty epic light hunter with the variant that fits 5 missile slots; put 5 streaks + BAP and chain fire them until they're burger.
The Griffin - not enough experience from my end with it but it appears to be a very solid mech in terms of durability. High arm mounts *SHOULD* ensure durability much like the centurion, at least at a glance. Energy/missile slots, reasonably well divided.
The Wolverine - not enough experience from my end with it as well. In this case, it seems like a good platform, though it varies from the griffin in having different weapon mounts (notably has one variant with ballistics, which the Griffin does not). Also has one variant that is up to 4kph faster than the fastest Griffin.
Rule four: When you do fight, fight till you're burger. Most of these mediums make great zombie brawlers. Arms, legs missing, head armor shot out, etc. It's up to you to make sure that every piece of your mech gets damage as close to equally as possible when the fur starts to fly. Don't complain about your hunch getting shot out when you're not torso twisting to take it on the left side, or flipping around to get hit in the back (to spare your front armor). The one really nice thing about a medium is the high mobility allows you to very frequently choose WHERE the damage will land. So try to spread it around to ensure maximum survivability.
Make some distance, reengage once they're focused on another target. Use that mobility you have to get shots on vulnerable rear armor when possible.
I'm sure I can think of more but for now this should suffice
Edited by Gevurah, 13 January 2014 - 09:33 AM.