There are TONS of other players out there better than me and of course, have a better grasp of tactics then I do. I'm hoping they'll weight in with constructive criticism so we can ALL benefit.
12 versus 12 is the new reality.
It's one we have to adapt to.
Does the mech you choose to pilot determine the role YOU play?
Here's my take on it:
For Lights :
Scout, skirmisher, base defender (if Capped), light hunter and base capper.
For Mediums:
Scout, base defender (either stays on base or near base to return if capped), light hunter, skirmisher.
For heavies:
Sniper support, Brawler, front line LRM support.
For Assaults:
Brawler, front line LRM support.
If you're a light and you've chosen to scout - do just that, deny the urge to shoot the enemy in the back and just lock targets, close in near end of battle when the enemy mechs are nearly done for and finish them.
Also, return to base when your base is being cap or alert your team when you start capping.
PAIR UP if you're a skirmisher and have caught an enemy straggler alone.
If you're a light hunter, the best defence against a light is another light, it frees up your team to focus on priority targets, chase them away.
If you're a light with ECM, stay near your team if they're lacking in ECM coverage, so they don't get LRM to death.
AND finally, if you're spotted, take evasive action and - RETURN TO YOUR TEAM.
For the mostly underappreciated Mediums, I personally think 12 vrs 12 has given that class of mech new life especially on the bigger maps.
Not only are you the best light hunters out there, your speed enables you to return to base quickly.
I've seen 3 mediums take apart a Victor and an Atlas in short order.
Of course, the enemy mechs were already damage which made them easy pickings as they approached to cap. Mediums also make ideal skirmishers especially after the heavier class of mechs have chewed on the enemy a bit.
Heavies and assaults, the sniper role is self explanatory as is the role of a brawler and LRM support.
Here's the thing, you should NEVER go for cap unless it's near the end of game.
It's funny to see a fresh atlas capping only to be surprised by two light mechs who effectively stop his cap.
If he's a good pilot he'll take care of the lights only to be surprised by the other five returning heavies that proceed to have their way with him.
It makes me mad when I see an assault or heavy capping early in the game, especially when their team mates could have used their fire support.
Maps - for smaller maps - there's no real point capping, you'll get found out and taken out real fast.
For the larger maps - a small defence force is a necessity. I'm not saying sit out of combat completely, but be midway between home base and the front lines.
There are many other players out there who are better at this than me. Please do share your opinions and thoughts, only so you don't get pugs who fluster you. And yes, I'll be one of them pugs.
Edited by Delas Ting Usee, 07 August 2013 - 10:13 PM.