Edited by Th3Crying W0lf, 15 June 2012 - 06:46 PM.
BattleField tactics
#1
Posted 15 June 2012 - 06:45 PM
#2
Posted 16 June 2012 - 03:59 PM
#3
Posted 16 June 2012 - 04:11 PM
#4
Posted 16 June 2012 - 04:32 PM
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
Posted 16 June 2012 - 04:33 PM
Lipot, on 16 June 2012 - 04:11 PM, said:
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
Posted 16 June 2012 - 04:38 PM
ZeroKel, on 16 June 2012 - 04:32 PM, said:
Im assuming that you are meaning much like the siege ability of the seige tanks on StarCraft
#7
Posted 16 June 2012 - 07:44 PM
ZeroKel, on 16 June 2012 - 04:32 PM, said:
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
Posted 16 June 2012 - 10:54 PM
#9
Posted 16 June 2012 - 11:06 PM
ZeroKel, on 16 June 2012 - 04:32 PM, said:
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
Posted 16 June 2012 - 11:33 PM
Th3Crying W0lf, on 16 June 2012 - 10:54 PM, said:
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
Posted 18 June 2012 - 02:11 AM
KageRyuu, on 16 June 2012 - 11:06 PM, said:
Your assesment of TT rules are correct. Please note I wasn't refering to TT rules.
ZeroKel, on 16 June 2012 - 04:32 PM, said:
Edited by ZeroKel, 18 June 2012 - 02:12 AM.
#12
Posted 18 June 2012 - 05:42 AM
Except to survive.Just like wot lol
#13
Posted 18 June 2012 - 07:03 AM
Edited by Th3Crying W0lf, 18 June 2012 - 07:04 AM.
#14
Posted 18 June 2012 - 07:30 AM
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
Posted 18 June 2012 - 07:54 AM
#16
Posted 18 June 2012 - 08:02 AM
Add to this the Intel scouts are providing, and they will be most certainly beeing picked from the start.
#17
Posted 18 June 2012 - 08:08 AM
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
Posted 18 June 2012 - 09:12 AM
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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