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Is There Any Clan Mech That Isn't A "support Mech"?


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#1 Riverboat Sam

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Posted 29 September 2014 - 10:44 AM

The first chassis I elited was my Jenners. They had a definite role and once I learned it they were a lot of fun.

Then I bought the Masakari pack thinking that was the best way to get a variety of good mechs quickly. I had no idea what kind of play style I would like, so I figured I would just level up all 8 varieties if Clan mechs and learn what suits me best.

Well, I had to get some help from the forums before I could get anywhere with the Kitfox. I tried to play it like the Jenner and it was awful. I got the standard Clan mantra:

"Stay with the pack."

"Support the heavier mechs, don't run out front."

Once the Kitfoxes were done I found that I had to play my Adders the exact same way to have any success. Then I got into my Nova's and took drubbing after drubbing until I was advised to play them just like the clan lights. Support mechs. Then the Stormcrow was just the same.

I jumped into the Summoner and thought I could finally get out front because it's a "heavy", mech. Nope. Same mantra. Stay back in the pack. Support. Teamwork. Don't go off on your own or get out in front. I'm on the 5th of my 8 variants and they ALL PLAY THE SAME. Worse yet, I've seen posts lately about how the Warhawk is strictly a, "support mech", and the Dire Wolf can't function without other mechs covering its' flanks.

Does it ever get any better? Is there any Clan mech that plays any differently?

#2 UnsafePilot

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Posted 29 September 2014 - 10:56 AM

Support the group/larger mech is just good advice to give to someone who's asking for advice; If you take it too literally the entire clan lineup is just direwolf support. IMO the trick is learning when it's safe(ish) to break from that mold and turn the tides yourself.

Also try your timberwolf.

#3 Angel of Annihilation

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Posted 29 September 2014 - 10:56 AM

Timber Wolf, Stormcrow and Warhawk. The rest, even the Dire Wolf are team players, meaning you have to really rely on and be part of the team to be successful with.

Actually this is kind of a good thing and might partially explain why Clan mechs seem to do so well in the team game even though they are slowly being nerfed to uselessness. Just by design, you almost have to play the team game with Clan mechs in order to be successful and that is what wins matches.

#4 1453 R

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Posted 29 September 2014 - 11:02 AM

Spoilers: Inner Sphere 'Mechs are all 'support' 'Mechs too, if your definition of a support 'Mech is "A 'Mech that functions at its best when operating near its teammates." The Rambo mentality gets you very, very dead in this game regardless of the 'Mech you play in ninety-five percent of cases. if you want to be operating alone, without concern for your teammates and what they're doing/where they're going...play Call of Duty. Alternatively, get back in warp-speed Inner Sphere lights, as such machines are the only ones that can even remotely attempt to operate by themselves with any hope for something resembling success, and even then they're better served by staying within range of the main body.

What you're looking for - the 'Mech that can confidently wade into a lance of enemies and deal with them all without issue - doesn't exist. Nobody's really built to lead the charge and absorb ALL the enemy fire. If you want to be in front of the pack and leading the charge, you're best served by finding something with crazy-good hitboxes, enough armor to keep them up for a while, and the mobility to not get outflanked easily. That's the Timber Wolf at the moment, as well as a few choice IS chassis, but even Timbers and Stalkers and Victors fold like towels if they don't have any support from their team.

#5 Lynx7725

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Posted 29 September 2014 - 11:04 AM

View Post1453 R, on 29 September 2014 - 11:02 AM, said:

The Rambo mentality gets you very, very dead in this game.

I'm stealing this, btw. :)

#6 Brody319

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Posted 29 September 2014 - 11:05 AM

Lights should all be supporting. They are slow.
Mediums can brawl a bit more, but should be helping each other.
Heavies change depending on the mech. Summoner and TImber Wolf can brawl and should be supported by mediums. Mad dog is a long range support mech, too squishy.
The Assaults should be the big brawlers. Lights and Mediums should help get these guys into battle so they can rip the enemy up.

Thats how you play clan mechs. They play differently from IS mechs. Think of it like a bomber squad in WW2. Wolves and Summoner are the bombers. lights, mediums and the lighter heavies, should be the fighters, keeping away the enemy till the big guns rip the enemy up.

#7 Malcolm Vordermark

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Posted 29 September 2014 - 11:06 AM

Its not that they are all support mechs, its that very few mechs outside of IS lights have the speed to safely operate away from the main group.

Timber Wolf and Stormcrow are pretty good about playing the aggressor in a fight.

#8 Christof Romulus

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Posted 29 September 2014 - 11:08 AM

All mechs operate better as 'support' mechs.

Seriously, give it a try - stay near your teammates (approx 200m away spread) and shoot at what they shoot at.

I promise, even if you miss your shots you will likely win more games than if you employ a tactic that doesn't involve teamwork.

#9 JackPoint

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Posted 29 September 2014 - 11:11 AM

TBR with srm+lbx+er mls is a damn fine brawler. Crow with similar config can do same job. Until the hellbringer arrives :)

#10 Lynx7725

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Posted 29 September 2014 - 11:15 AM

Theory goes...

Regardless of Clan or IS, when you form up into company level tactics, Heavies and Assaults would generally form the main line of resistance (MLR), with Mediums forming a flanking/ counter-flanking/ anti-light role, and lights performing scouting and harassment roles. Specialist builds can change the placement, such as a medium that is heavy in weaponry holding the main line, a fast Heavy acting in a flanking role, etc. Your build dictates the role it is best for and your skill is knowing where to place your mech in the context of your company.

A Kit Fox in your example still serves in much the same role, it's just that its performance envelope requires you to utilize it in a different manner. A Jenner has speed to help it survive. A Kit Fox, lacking said speed, need to stay closer to terrain and the team to survive better. A specialist Kit Fox (with ECM and AMS, for example), is a team support build and is better off in the middle to help the rest of the team.

As for whether the mechs all play the same... It's up to you. The flexibility of the omni system allows you to build very similar builds even across chassis. You can also build different builds; my Summoner have a laser-heavy build and a SRM heavy build. In either case, the key difference is how to position the mech in effective combat ranges to utilize its firepower, while mutually supporting the rest of the team.

Clan mech, by design, would inherently blob together better (as their speeds are similar), making teamwork more natural. IS mechs by nature of their customizability, tend to drift apart, but have more obvious differences.

#11 JackPoint

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Posted 29 September 2014 - 11:24 AM

I think what the problem here is , folks want to min max mechs when the mechs were not designed for it. I always go to BT and check the lore of the mech I buy, and try to play accordingly. There are many configs not added to the game you can try, and some actually work well.

#12 BumbleBee

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Posted 29 September 2014 - 11:24 AM

Stormcrows and Timberwolves, and to a lesser extent Adders, can be used quite well as a fast striker because of their speed and agility. Pack LBX for front loaded damage, SRM's and lasers for backups and use them as hit and fade Mechs.

#13 Hospy

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Posted 29 September 2014 - 11:28 AM

As said by others, everything works better with friends.

But try the Timber Wolf. If you can't make it work with the Timber Wolf then you might want to consider how you're playing.

#14 Josef Nader

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Posted 29 September 2014 - 11:30 AM

Yeah, of all the Clan mechs, the Timber Wolf is the tip of the spear aggressor. It's got the speed, the armor, and the firepower to make that initial push and force the brawl. Stormcrows can do much the same job, but they are best served supporting the Timber Wolves in their advance. You're still tip of the spear, but you don't have the armor of the Timber.

Timbers and Stormcrows are your best bet for first-in mechs. Kit Foxes, Novas, Mad Dogs, and Warhawks should be right behind them. Adders, Summoners, and Dire Whales should be at the back, laying down covering fire and sniping targets of opportunity.

#15 RangerGee412

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Posted 29 September 2014 - 11:34 AM

Dire wolfs, timbers and storm crows are you main fighting mechs.

Kitfoxes provide support with ecm and ams

Warhawks and vultures provide fire support.

Summoners and adders flank and prey on weaker mechs once the brawl has started.

If you play them outside their roles they dont do well, Doesn't mean you won't be able to do it well but I believe they are more effective in their intended roles



#16 Riverboat Sam

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Posted 29 September 2014 - 12:06 PM

This is all fantastic perspective. Thanks!

I have also noticed that I tend to build the same mech no matter what the weight class. I like CERML and UAC?? for punching and brawling. CERPPC on snipers. CERML and CLRM builds for second row support. I find it most fun to use CLRM's in a direct fire role as a long range weapon. More aggressive and can add a lot of punch to a push from the second rank.

Anyway, this thread cheered me up about getting back to playing my clan mechs. Thanks.





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