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Should there be a mech balance between classes
#1
Posted 02 November 2011 - 05:59 PM
VWE had a policy to make sure all mechs had a chance against each other no matter the tonnage because the games were more towards the free for all instead of lance vs lance.
In MWOL i see it being more lance vs lance and so i think mechs need to worry what might be around the next corner and be smart with tactics and less of the "barbarian charge" attacks.
DL
#2
Posted 02 November 2011 - 06:01 PM
Heavier mechs are gonna pack more guns and have more armour thats a fact. Additional mobility for lighter mechs migth compensate somewhat but not completely and that is fine.
As long as the roles of the mech are done well everyone should contribute to the victory.
#3
Posted 02 November 2011 - 06:09 PM
The name of the game for MW (in my mind) has always been teamwork. You get 4 skilled pilots who work by themselves against 4 skilled pilots who work together, the team who works together will win together.
#4
Posted 02 November 2011 - 06:10 PM
#5
Posted 02 November 2011 - 06:18 PM
#6
Posted 02 November 2011 - 06:19 PM
#7
Posted 02 November 2011 - 07:01 PM
That's where strategy comes into play. A smart light/medium/etc. pilot is going to learn and know his limits and the limits of his enemies and use them to his advantage. That Atlas firing a lot to try to end the fight? He's probably running hot..keep him like that and wear him down when he gets close to shut down...keep in cover until he lightens up to cool down and hit him from behind.
Also, seeing as this is team play, you probably aren't going to get stuck in that kind of situation very often, so that Locust might spot for his team and allow them to strike at the Atlas and his pals easy, thus being a powerful member of the team. On the flip side, that Atlas might be a Commander type role, helping to give bonuses to his allies ability to hit or detect enemies/etc, and may help them remove the Locust from the equation before it can help his own team.
Each weight class is going to be better suited to certain roles, or be able to fill more then one. It's up to the players to mix and match to their own play styles and find a team that works for them.
#8
Posted 02 November 2011 - 07:11 PM
My concern is this: They have described several times how they want light 'mechs to be effective, with the electronic warfare systems. And we already know why Assault 'mechs are the best at what they're meant to do. But what about the other classes? Why go half way? Moreover, why not go 1 light for scouting and three assaults?
#9
Posted 02 November 2011 - 07:13 PM
cobrafive, on 02 November 2011 - 07:11 PM, said:
My concern is this: They have described several times how they want light 'mechs to be effective, with the electronic warfare systems. And we already know why Assault 'mechs are the best at what they're meant to do. But what about the other classes? Why go half way? Moreover, why not go 1 light for scouting and three assaults?
#10
Posted 02 November 2011 - 07:17 PM
cobrafive, on 02 November 2011 - 07:11 PM, said:
I think that different weight ranges can all perform different roles as wlel though.
An assault can be a sensor mech, it might not be as fast so cannot scout, but if it has a very powerful sensor it might be a vinding force for a lance who stay around it for its sensor vision. It might have to be less powerful weapon or amrour wise to do this perhaps?
I think lumping each weith class into a role is not the way they will do it. I think each individual mech type needs a role possibly be able to do more than one.
That still leaves us with the problem of why everyone would not just take an assault and I think that will have to be handled another way anyway. There needs to be some sort of emchanics, or limitations and I am sure there will be otherwise it still will become top heavy I am sure.
#11
Posted 02 November 2011 - 07:33 PM
spoon, on 02 November 2011 - 07:13 PM, said:
Well, mediums and heavy. We all know the bread and butter of most Assault mechs.
cobrafive, on 02 November 2011 - 07:11 PM, said:
Hopefully it'll be addressed by roles. If you've got an enemy team with one light to help scout/counter the other light mech, and those 3 Assault have to basically wade in blind, a couple of decently fast Medium or Heavies might be able to take advantage of singling out each Assault in turn.
Going to have to wait for more info, hard to say really how it'll actually happen in game.
Edited by Jack Gallows, 02 November 2011 - 07:36 PM.
#12
Posted 02 November 2011 - 07:40 PM
#13
Posted 02 November 2011 - 07:43 PM
Asmudius Heng, on 02 November 2011 - 07:17 PM, said:
Yes, a Cyclops could do that, and is iconic enough to fill the role if you aren't stuffing MWO with hundred designs or so.
Hell, it wouldn't be right if we couldn't field a good proper Steiner scout lance of 4 Atlases.
The way I see it, Lights handle scouting and rear-ending Assaults that are too slow to keep up. Mediums hunt lights and provide distractions and interceptors for heavier classes to get into position. Heavies hunt Mediums and provide the backbone of the the force and fire support against anything else, although Heavy mechs in general are good for everything. Finally, Assaults make Heavies and careless Mediums into mincemeat, but have problems facing zippy lights that poke their **** and call in ambushes from their own Assaults and Heavies.
Yeeeah... it's definitely not Pokemon.
#14
Posted 02 November 2011 - 07:43 PM
However when your precious assaults and heavies run the risk of getting outflanked, put through ECM, and are getting barraged by long range weapons that you can't catch up with, and every movement you make is being broadcasted to the other team by scouts, those lowly lights and mediums can return to base to repair and rearm and be back again 3 times for every time one of your assaults does, and they've captured or destroyed every objective before you get there, then people will see the value of a balanced team.
Edited by VYCanis, 02 November 2011 - 07:46 PM.
#15
Posted 02 November 2011 - 07:52 PM
Darklord, on 02 November 2011 - 05:59 PM, said:
VWE had a policy to make sure all mechs had a chance against each other no matter the tonnage because the games were more towards the free for all instead of lance vs lance.
In MWOL i see it being more lance vs lance and so i think mechs need to worry what might be around the next corner and be smart with tactics and less of the "barbarian charge" attacks.
DL
http://www.sarna.net...ercer_Ravannion here's some interesting anecdotal information regarding how Lights stack up versus higher weight classes, at least so far as Battletech canon is concerned.
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#16
Posted 02 November 2011 - 07:53 PM
xhaleon, on 02 November 2011 - 07:43 PM, said:
Yes, a Cyclops could do that, and is iconic enough to fill the role if you aren't stuffing MWO with hundred designs or so.
Hell, it wouldn't be right if we couldn't field a good proper Steiner scout lance of 4 Atlases.
The way I see it, Lights handle scouting and rear-ending Assaults that are too slow to keep up. Mediums hunt lights and provide distractions and interceptors for heavier classes to get into position. Heavies hunt Mediums and provide the backbone of the the force and fire support against anything else, although Heavy mechs in general are good for everything. Finally, Assaults make Heavies and careless Mediums into mincemeat, but have problems facing zippy lights that poke their **** and call in ambushes from their own Assaults and Heavies.
Yeeeah... it's definitely not Pokemon.
That looks like a pretty good assessment of what we should expect. Coupled with a variety of terrain, it sounds like they will be incorporating generalized roles for each class of mech that a team can either take advantage of or ignore at their own risk.
#17
Posted 02 November 2011 - 07:54 PM
Knowing the strengths and weaknesses of each machine as they are currently designed by their TRO specifications and the skill to put that knowledge to use should be the key to a simulation style game. Not trying to balance out the weight classes or designs to make for an even game play mechanic across the board.
So in other words:
*smears makeup and gets the ugly cry going*
Leave Britt...er...The 'mechs allloooonnne!!!"
#18
Posted 15 June 2012 - 02:36 PM
#19
Posted 16 June 2012 - 06:43 AM
There are some small mechs that mount big guns, such as the Hollandeer, but they often are extremely unbalanced. Hollander for example has no secondary weapons, no advanced equipment, its very slow for a light mech, and has very limited ammo.
larger mechs fix all those problems by cost more overall.
a rule of thumb is to determine weight for equality. 2 50 tons mechs can mount similar firepower to 1 100 ton.
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for the most part the levels would be progressive like start with light and work your way up to assault class. If you miss the light mech speed, you can made a blitz style asssult mech with high speed at the cost of low armor and/or firepower.
if there are objectives beyond simpply destroying all mechs like Capture the Flag, Spot the Target, and other non mech classes, light mechs would still be useful even at high levels.
#20
Posted 16 June 2012 - 08:15 AM
Light mechs are also harder to hit, many may do a lot of jumping just as your about fire LRM etc. They will be great for using as bait, the opposing team using up some ammo and increasing their heat firing on a hard to hit target. The target suffering little damage as a result.
It's a tactic
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