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3 Line Theory


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#1 KenSai45X

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Posted 30 March 2014 - 06:06 AM

Over the space of two months, which is roughly the time I have been playing mech warrior online, I've noticed most players gravitate towards various roles on the field, these roles often reflect their play style and influence in some way the overal strategy of the company, below I will be, from my own experience, examining the various tactics used by lances I have played with over time, as well as the strategy which may be employed as a whole by a company.

Please contribute to this project, as the individual mech builds and close tactics are very exposed, the overall theory of Mech Warrior Online I feel has not been greatly examined.

---The 3 Line Model---

This is a very simple play, and a sample play. Differant companies will have differant ways of organizing their players but I have theorized that this is the most overall common.

The First Line is to engage, hold ground and destory the enemy if possible.

The Second Line supports the first line, fills in gaps and more importantly affects maneuvers as the Front Line's role is to hold ground, the 2nd Line is to take ground which is being contentious.

The Support line supports the first and second applying general harrasment, scouting and long range damage fire support.


--Engagement--

When Players first engage one another they will often have a set range in which they are most comfortable to do so. These Ranges are CQB. Close, Medium, Long, NVS

CQB: below 90 Meters
This is the realm of the very light and fast mechs, as this is the range in which ultimately speed, not Armour makes the difference. Mechs here must be fast in which they can run rings and out manuever the turning speed of heavier mechs in which they can whittle down the Armour of a heavier mech and destroy it. Players serving this role will often choose a loadout favouring high speed, high crit dmg and a very fast mech.

Close: 90-270 Meters
This range is where the vast majority of brawler builds will exist. The easiest example of this engagement is urban, with mechs weaving in and out of builds and doing their best to keep their front armour pointed towards the enemy. Mechs here can be at various speeds, but their weapons are often so close that they are very dependent on cover to engage in close and deal as much damage as possible. Players fighting at this range often become very skilled at measuring how fast they can make a 'pass' at an enemy mech, then manuever in such a way that the reprisal will be minimal.

Medium: 300-660 Meters
A transitional Range, very few players will stay in this range as this range is often two short to engage most close quarters weapons (such as AC/20, LBX) too far to fire most missles and the weapons which do work effectively in this range won't for very long. Players often rush through this range as they are either to out of the open to take cover, but not far enough to cause enough damage, or two close that weapons which can fire great distances are often rendered more difficult to use by a quickly engaging enemy. This is a transitional range, and players best avoid sitting in this range for long periods of time.

Long: 660-1000
Here players should be far enough that enemies firing at them will have a difficult time landing effective shots, but have enough long range fire power in which they can return fire. Players specializing in fighting at this range often value armour as well as AMS and ECM. Speed is not crucial here unless it is for running away.

NVS: 1000+
Non visual sight, this is the range in which players cannot see one another.

--The individual Roles--

Without touching to much on Mech Builds, players by their nature will chose one of these roles and play accordingly to the benefit of the team.

Brawlers: BLW

The Brawlers role is to search, engage and destory the enemy at medium to close range. Brawlers are often the heaviest mechs on the field and also the most heavily armed. They also are the most common sight as most players will create builds which are brawlers. The skill sets need for a brawler are not aim but the ability to quickly gauge when an enemy will engage, what cover is avaliable and how to minimize the damage against the player through movement, while maximizing the damage players can deal against another.

--Sub Types of Brawlers--

Front Line Brawlers: FLB
These Brawlers have the heaviest armour and the biggest guns, however they are often the slowest. These players best serve their not not as destroyers, but as mechs which hold and deny ground to other mechs. Their incredible staying power allow the other players in the company to get into position.

Second Line Brawlers: SLB
Faster than the FLBs, the SLB needs to be fast enough with enough weapons that they can affect a battle. These players will almost never engage an enemy outright, rather waiting for a front to be established so that they can affect a flanking manuever, or fill gaps in a line or immediatly lend aid to an team mate in danger. By all means they are brawlers and can fill the FLB role, but as SLBs they are much better suited to appearing where they are most needed, rather than going head on with another mech.

Fast Attack Harrasment: FAH
These players often play scouting mechs, but engage so much in brawling that the immediately double as brawlers. Often tying up the enemy team their distraction allow FLBs to close and engage, SLBs to find their position, SLR to prepare. These players are also the most annoying and often play mechs like Spiders and Locust, moving fast enough not to get hit, and dealing just enough damage that they canbe a danger.

Scouts: SCT
Scout players always work in conjuction with other members of the team. It is through them that information can be passed through the rest of the team by which the team can dictate a mode of play, and positioning for the role. Scouts need to be extremely fast and light, and often carry minimal weapons as their role is not to fight, but rather to tell others where to fight based on the information they relay back to the team.

Support: SPT
Support players are crucial to a company in which they deal the general DPS needed to whittle down armour and affect a battle.

Sub Types:

Support Long Range: SLR
Often filled by an LRM boat, players occupying this role are often slow, low armour but pack enough missiles to block out the sun, forcing the company to fight in the shade.

Support Medium Range / Sniper : SMR / Sniper
Armed with weapons such as AC/5 and PPCs, these players sit in the transitional range and stay here. A very difficult play style to master as few good players will allow these players to actually engage at the Medium range, relying rather on SLBs and FLBs to occupy the opposing company, SMRs come into their own when the other teams players are too occupied to close the distance against them. Here they can snipe and cause the most damage.

This is a work in progress, please contribute and we will update over time!.

#2 KAT Ayanami

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Posted 30 March 2014 - 06:50 PM

can you put a concise statement so we know what are you talking about without reading the whole thing?

#3 Onmyoudo

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Posted 31 March 2014 - 01:40 AM

I'd easily fit into a Medium range SLB/SPT as per your definition, using mostly an Ilya Muromets or occasinally energy-based Stalkers. However I'm not sure what exactly you are asking for/want to achieve here?

#4 Davers

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Posted 31 March 2014 - 08:02 AM

View PostKAT Ayanami, on 30 March 2014 - 06:50 PM, said:

can you put a concise statement so we know what are you talking about without reading the whole thing?

View PostKenSai45X, on 30 March 2014 - 06:06 AM, said:


Differant companies will have differant ways of organizing their players but I have theorized that this is the most overall common.



There you go. :angry:





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