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BattleField tactics


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#1 Th3Crying W0lf

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Posted 15 June 2012 - 06:45 PM

What tactics that we used in previous mechwarrior games will work and which ones will no longer work with the new vulnerability system?

Edited by Th3Crying W0lf, 15 June 2012 - 06:46 PM.


#2 Th3Crying W0lf

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Posted 16 June 2012 - 03:59 PM

The tactic I found worked the best for me in MW4 was to take out the enemies legs. Take out one leg and u severley reduce your enemies mobility. Take out the second and down she goes. Will this tactic still work or do you think the Devs have changed it to where when both legs are damaged then you lose all mobility but still able to rotate the torso and fire. Or even (though as unlikely and as frustrating as it would be) would ur mech fall or slump to the ground but still able to fire in whatever direction it faces.

#3 Lipot

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Posted 16 June 2012 - 04:11 PM

The overall tactics used will be more of group then one on one. Focus firing with direct fire weapons from multiple 'mechs with long range indirect fire either providing extra dps or cover from others. I don't see too many people trying to just "leg" an opponent in this game.

#4 ZeroKel

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Posted 16 June 2012 - 04:32 PM

Staying true to the physics works for me.

Severely damaged leg = reduced mobility
Destroyed leg = no mobility & high likelihood of knockdown
2 destroyed legs = on your face knockdown with maybe use of arm mounted weapons.

This seem logical to me.

There should be a tactic in the game to counter leggers. Like squatting the mech to minimize damage to legs at the cost of immediate mobility. With a rotating torso it could be a very valid tactic against light mech swarms.

The developers do have an opportunity to actually improve on the realistic tactical flexibility Mechwarriors have over TT rules

#5 Th3Crying W0lf

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Posted 16 June 2012 - 04:33 PM

View PostLipot, on 16 June 2012 - 04:11 PM, said:

The overall tactics used will be more of group then one on one. Focus firing with direct fire weapons from multiple 'mechs with long range indirect fire either providing extra dps or cover from others. I don't see too many people trying to just "leg" an opponent in this game.

True and I'll be the first to admit that the only way i see this even working would be to have a light/scout mech and basically jus run circles in close to extreme close ranges. That is hoping your opponent cant turn as fast as you, but even then as you stated its not a one on one so you're likely to get targeted by an enemies ally.

#6 Th3Crying W0lf

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Posted 16 June 2012 - 04:38 PM

View PostZeroKel, on 16 June 2012 - 04:32 PM, said:

There should be a tactic in the game to counter leggers. Like squatting the mech to minimize damage to legs at the cost of immediate mobility. With a rotating torso it could be a very valid tactic against light mech swarms.

Im assuming that you are meaning much like the siege ability of the seige tanks on StarCraft

#7 Teralitha

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Posted 16 June 2012 - 07:44 PM

View PostZeroKel, on 16 June 2012 - 04:32 PM, said:

There should be a tactic in the game to counter leggers. Like squatting the mech to minimize damage to legs at the cost of immediate mobility. With a rotating torso it could be a very valid tactic against light mech swarms.

The developers do have an opportunity to actually improve on the realistic tactical flexibility Mechwarriors have over TT rules


There is a tactic to counter legging.. one is to max out the armor. The other is to pilot in such a way to prevent the enemy from hitting you in your damaged legs.

#8 Th3Crying W0lf

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Posted 16 June 2012 - 10:54 PM

I once heard of a type of DFA tactic that worked really well and suprised the hell out of your enemies. Basically one team member would suit up in an elemental and then perch his/herself on top of the enemies heavy and assault class mech and just unload on their head or would walk under the mech practically tween its feet and do the same. Are the elementals gonna be so small still as to be able to pull this off? Will they even be able to land on top of a mech, or will the mechs physical boundry line be a curved surface so that nothing can really land on it? Would the elemental take damage from contact with a large mech's foot(since it has already been said that there isnt any melee combat in MWO)?

#9 KageRyuu

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Posted 16 June 2012 - 11:06 PM

View PostZeroKel, on 16 June 2012 - 04:32 PM, said:

Staying true to the physics works for me.

Severely damaged leg = reduced mobility
Destroyed leg = no mobility & high likelihood of knockdown
2 destroyed legs = on your face knockdown with maybe use of arm mounted weapons.

This seem logical to me.

There should be a tactic in the game to counter leggers. Like squatting the mech to minimize damage to legs at the cost of immediate mobility. With a rotating torso it could be a very valid tactic against light mech swarms.

The developers do have an opportunity to actually improve on the realistic tactical flexibility Mechwarriors have over TT rules

Actually your wrong, on the TT it goes like this.

Destruction of leg, foot, or hip actuator just increase likelihood of falling. Destruction of Leg causes you to fall and reduce speed by half. however you can still get back up on one good leg and limp around, though generally you'll fall if you try to move too much. From there, the destruction of both legs causes the mech to fall again and become immobile. From there however it can still fire in the direction it's facing, and can even turn as long as it still has it's arms. The only way to destroy a mech is to take out the cockpit, engine, or destroy all the Internal Structure to the Center Torso. Though If the enemy mech falls over enough the pilot could also die without you having to fire another shot.

But that's the TT, and this isn't, and the Devs have already stated that legging will be no more an effective tactic as coring or head shots. So, unless the person your fighting is stupid enough to put less armor on both his legs than he does his center torso, legging will not be as fast a kill as coring let alone head shots.


So with that said, your best options for eliminating an enemy mech are:

To flank with 2 or more mechs and go for the rear center torso. Generally mechs have only a third of their frontal armor on their rear, which makes it 3 times as easy to take them out from behind, if you can stay behind them. This is by far the easiest tactic to utilize as it doesn't require a whole lot of aiming, and only a little bit of team work.

Or, go straight for the meat, aka the pilot and hammer away at the head, if you can hit it of course. Though on most light mechs and some mediums, they'll generally have more armor on their head then their back. HOWEVER, all mechs no matter their size have the same armor restrictions for the head, so a light mech can have the same armor on it's head as an assault mech can. Assuming they stay true to TT rules. Additionally, it's been my experience in MWLL that a higher position and a downward firing angle improve ones chances of hitting the head, especially if they're distracted by a larger mech.

So in short, stick together as much as possible and for the lighter mechs especially, either aim for the head or the rear if you can make it, while the larger mechs keep their attention to the front for the most part. Not that big mechs should swap blows, but rather they should focus less on trying to circle strafe and more on using cover and irregular movements.

Additionally, we're IS Mercs, we don't fight fair, so gang up on the little guys first to take them out quick, because their damage can add up if you ignore them for too long in favor of bigger targets. But always, Always, ALWAYS, use cover if at all possible and never cross an open field without a long ranged mech's over watch, It can mean the difference between life and death.

Edited by KageRyuu, 16 June 2012 - 11:31 PM.


#10 KageRyuu

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Posted 16 June 2012 - 11:33 PM

View PostTh3Crying W0lf, on 16 June 2012 - 10:54 PM, said:

I once heard of a type of DFA tactic that worked really well and suprised the hell out of your enemies. Basically one team member would suit up in an elemental and then perch his/herself on top of the enemies heavy and assault class mech and just unload on their head or would walk under the mech practically tween its feet and do the same. Are the elementals gonna be so small still as to be able to pull this off? Will they even be able to land on top of a mech, or will the mechs physical boundry line be a curved surface so that nothing can really land on it? Would the elemental take damage from contact with a large mech's foot(since it has already been said that there isnt any melee combat in MWO)?

As far as we're aware this is just Mech combat, no Battle Armor. Not to mention the clans are at least a good year away.

#11 ZeroKel

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Posted 18 June 2012 - 02:11 AM

View PostKageRyuu, on 16 June 2012 - 11:06 PM, said:

Actually your wrong, on the TT it goes like this.



Your assesment of TT rules are correct. Please note I wasn't refering to TT rules.

View PostZeroKel, on 16 June 2012 - 04:32 PM, said:

Staying true to the physics works for me.


Edited by ZeroKel, 18 June 2012 - 02:12 AM.


#12 Proteaus

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Posted 18 June 2012 - 05:42 AM

With this being a free to play title , you can expect swarms of kids which pretty much rules out tactics in random battles.
Except to survive.Just like wot lol

#13 Th3Crying W0lf

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Posted 18 June 2012 - 07:03 AM

On a personal preference do you prefer speed or power?I personally am a bit of a fan of speed. Being a heavy hitter doesnt do much good if you cant hit your enemy or if you cant get out of the way of incoming fire.

Edited by Th3Crying W0lf, 18 June 2012 - 07:04 AM.


#14 Kosomok

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Posted 18 June 2012 - 07:30 AM

An organized, coordinated group with a good mix of capabilities should be able to overcome a group with little or no organization and coordination, if the game works the way the dev are saying it is going to work.

In most maneuver settings, the primary tactic will be the holding attack, you move to contact, attempt to pin the enemy in place at the point of contact and move an element around the flank(s). This requires screening/recon, a pinning force and a reserve/maneuver force--along with the awareness that a smart enemy will be trying to do the same thing while a dumb enemy is likely running to the point of contact, thus giving you an opportunity.

Assaults are more likely to be a slugfest, depending upon the terrain and objective.

In maneuver warfare, speed and psychological shock are more important than raw firepower--although if you can have speed and firepower, obviously that is good (a la the M1 tank, for example)--thus mediums and heavies are the preferred platforms--heavies to pin and hold, mediums to flank, support to harrass and add damage and scouts to initially find the enemy and lure him to concentrate and then find the flanks.

#15 Sigmund Sandoval

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Posted 18 June 2012 - 07:54 AM

This game is going to be ruled by coordinated teams who have a good understanding of the maps. My favorite TT tactic is focused fire and the ability to isolate targets. Medium and heavy 'mechs will rule the day. Although individual prowess will make some difference I have a feeling that coordinated teams with voice communication will have a distinctive edge.

#16 Jukebox1986

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Posted 18 June 2012 - 08:02 AM

I think Scouts will have a hard time at the beginning. Many people seems to like mediums, so the light´s will be their preferred targets. ;)
Add to this the Intel scouts are providing, and they will be most certainly beeing picked from the start. :angry:

#17 Artifice

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Posted 18 June 2012 - 08:08 AM

Since I'm planning on being a Founder, and taking the Atlas - I've got to think pretty hard about this.

From what I can see on the videos, it will be hard to target the legs. Even so, likely being the slowest member of my unit will pose some challenges and some advantages.
  • Poor scouts will encounter me face to face. They are doomed.
  • Coming up on the 'back' of the battle may allow me to strike first. An AC/20 covers that pretty well.
  • Legging enemies, in some cases, may be all that's needed for your lancemates to take them out.
  • Stride on past legged enemies and engage the enemy's rearguard. Also likely an Atlas.
  • Ensure that you face the opposing Assault, your rear is torn to shreds by now.
  • ?
  • Profit!


#18 Forscythe

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Posted 18 June 2012 - 09:12 AM

Drawing the enemy out won t be hard since I think the majority of new players will just be running forward to engage as quickly as they can.

Calling out primary targets will be an easy and effective way to destroy enemies quickly.

Shark attacking enemies is a great way to get behind them especially if they are occupied fighting a much scarier mech like an atlas or stalker.

Not sure if shutting down is an option for removing you from the radar screen but was a tactic I used in previous games to some effectiveness when I was running with a group of people I knew.

Kicking enemies in the head by landing on top of them was a great tactic I would like to employ again. In previous incarnations it was also awesome to run at an enemy time my jump just right to smack my legs into the the cockpit of the enemy. A lot of times this would kill them outright.

I am a light pilot but have no idea what will translate to being useful in this game. Rest assured though that I will be trying out everything I can to gain every advantage I can against our heavier slower mechs.





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