Introduction
I booted up the game and fell in love with it like most of you did (you wouldn't be reading this if you didn't, right, right?!). After trying the other mechs (starter of course), I hated the heavier and powerhouse classes. I just can not get my brain around them - I know their usages, concept, and everything. But, they just don't feel right to me and then my eyes caught the light class - the Raven more so; I got hooked. Playing as a light class even more so if you're starting out is hard, trust me, I was there and everyone who'll ever play this game can understand the pain.
Specific Roles
There's specific classes per classes per classes. Sound confusing? Good. Lets start.
Light classes are - well light (GENIUS HERE) and so you have to understand three rules which is common and must be followed at all times or you'll die fast :
Speed is Life
Range is Life
Dodging is Life
Common sense, is common sense, but some mechs are slower, faster, weaker, stronger, etc. So we'll break them down one by one and gives us nooblets something to work with.
First 'Speed is Life' is the anthem of the Light Class. You MUST always be able to outrun the Heavier classes, you MUST be able to be swift to dodge missles and shots coming your way. You MUST not get hit and you MUST at all times be ready to move as soon as they get into punching your face range - go. Go like you're holding it in and the bathroom is right around the corner. Pretend that you just got KFC and it's waiting for you - GO MEANS GO.
Second is 'Range is Life', unless you're a heavier class like Atlas or something, you're not going to fight well - you're not going do much damage, you're not going live very long. It's like a five years old taking on a full grown man, the little kid could win - but not possible. Listed below are some stuff for specific roles, range doesn't mean far it just mean not get in their face which I will explain further.
Last is Dodging is Life, you're not a tank, you're not Brad Pitt throwing a grenade into an airplane and surviving it while it crash landed with a large metal into your chest and be an unspoken Pepsi Ad twenty minutes later. No, you're Winston:
Use covers, your speed, and agility to weaves around missles, lasers, and shots. Another great example is of World War II, the weaker Shermans were lighter, faster, but weaker against the feared German Tigers which is FAR heavier and powerful than the Shermans, but the Shermans uses their speed against the far slower Tiger who is unable to turn very fast. Use that logic and you'll be fine. AMS (Anti-Missles Systems) is handy, but it's not hard to dodge which I will show later.
Now onto the roles, these roles are specifics and must be played no matter what they are. You might never get a kill, but victory is sweet and even sweeter when you're still alive.
Classes
Mobile Class:
Mobiles are extremely fast and light class using their speed and agility to the fullest. Long range weapons are not advised and often enough they have short range missles, MGs, and lasers. You're going to hit-and-run the enemy, always flank, always stay away from the front. Use your speed to swiftly hit, run away, find another target, hit again. Mobile while very fast and agile are extremely weak and often with the best engine will result in an instant death if you lose just one of your sides. These are often scouts which is important to direct key intelligence to your team.
Skirmishers Class:
They are long range class. They are the snipers, with long range missles, lasers, and maybe cannons, they stay behind the team and harass the enemy. Drawing their fire towards you or aiding the team by hitting the enemy or wasting the AMS. They are the second fastest, but they trade the fast speed for firepower, range, and armor which is a must for a skirmisher. While you can dish out more damage than say the mobile, you're still far weaker than the heavier mechs and classes.
[This is my personal class for the Raven 4X is not fast enough or be able to use ECM. Using a combo of Tag, Long Range Laser (with the long range laser perk), and 5 LRMs. I harass and attack without the enemy getting close or being too far for their weapons to do anything to me while having good armor to take some hits if they get too close.]
Heavy Class:
ECM spam from these classes, these massive giants are 'light' (Riiiight). They can carry the most weapons, armor, and are the slowest. They can take more damage and because nearly every single one I've seen has an ECM tend to survive a little longer.
Tactics
Being support means SUPPORT the team, you must play the role you're playing. If you're skirmishing, don't get close, if you're mobile don't stop ever. Common sense is common.
Use mountains, hills, rocks, buildings, etc. as your own personal AMS. You can take that off your mech and have more room for other things. LRMs tend to fire in a wide arch and is surprisingly easy to dodge. ALWAYS face the front and direct towards the enemy no matter what class you are. When the OH GOD MISSLES IS COMING FOR YOU alert happened you can see the missles direction. They target that spot, simply steps away and while one or two might hit you you're still alive most likely.
When attacking at long range as a sniper/tagger you can 'peek' which is awesome for you and annoying for your enemy. Using covers, you can fire barely over rocks or whatever you're hiding behind and when they launch LRMs they most likely will just hit your cover (and if you move) some areas around you giving you some breathing space.
Retreat if needed, you are very silly if you think you can duke it out with a heavier mech. Fall back, move away, do something to distance you and them.
This very simple guide will give you an idea of what to expect and I will see you on the field!
Edited by Mouzie, 07 May 2014 - 07:47 AM.