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What Is An Assault Mech's Responsibility?


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#1 Jman5

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Posted 07 March 2015 - 08:59 AM

We often hear assault players telling the the team that he was "left them behind" or wasn't "supported". It seems from their perspective that our role in the game is to be their escort. However one thing that isn't ever discussed is what responsibility the assault players have to the team?

I think it's only fair that if assault players can demand things from their team we in turn should demand things from our assault players.

Everyone can outline the primary roles of a light mech, but what about on the other end of the spectrum? What are the general duties of an assault mech? High damage numbers? Survivability? Leading the charge? All of the above? Perhaps some assault players can chime in and talk about what they think their role is in any given game.

#2 FupDup

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Posted 07 March 2015 - 09:03 AM

More or less the same responsibilities as any other mech: To kill red team gundams.

#3 Hit the Deck

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Posted 07 March 2015 - 09:07 AM

Pretty much llike the above Mechwarrior said.

When I was still exclusively playing lights and meds, I often thought that Assaults should lead a charge and and then brawl with the enemy's force head on. Now that I'm playing one, the only special class is light because their ability to scout. When playing and assault, I mainly try to take the other team's assaults if I see them.

#4 Evan20k

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Posted 07 March 2015 - 09:07 AM

As a dedicated assault pilot, I guess I'll chime in here.

An assault mech's biggest weakness is its inability to turn quickly and deal with lights at close range, thus the need to be escorted. If the assault lance draws the short straw and the NASCAR game starts quickly, they can very often get left behind and dumped into a 4v9 or something situation.

The assault's job, contrary to popular belief isn't taking damage for the rest of the team. Given the sheer amount of firepower any mech can pack if they're dedicated to doing so, your additional armor will melt just like any other mech if you get focused. Your job is to provide a backbone for the team when pushing forward and a rally point for the team when retreating. You should be the second wave into a push, because unlike heavies/mediums, you lack the mobility to retreat if the push is unsustainable. Once you commit, you're committed to the push. Because of your higher heat cap, you can stay in extended combat longer than a lot of other mechs, making you very effective at area denial. Once your heavies and mediums help you get into position, you're able to singlehandedly lock out large areas of the map/firefight with your firepower.

Also your team will blame you for everything that goes wrong, regardless of whether or not it's your fault.


EDIT: Incidentally, this is why the Atlas is so ineffective. Assault mechs shouldn't be the first one in, yet the common brawler Atlas has an effective range of 240m, so it seldom gets to deal any damage unless the other team is unorganized and scattered.

Edited by Evan20k, 07 March 2015 - 09:09 AM.


#5 EnochsBook

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Posted 07 March 2015 - 09:15 AM

I am by no means an expert assault player, but what I aim to do when I'm in my Banshee or my Atlas is to be the cornerstone of my team, to quote Sarlic.

Of all the classes, I feel like Assaults 'Mechs are the one that require the most teamwork and coordination not only from the pilot, but also from the team as a whole.
When you're in an Assault, the difference between foolishly charging to your death and leading a glorious charge that will destroy what's left of the enemy team is how many of your teammates follow you. You can't turn around and retreat as easily as you could do even in a slow Heavy, so it's important to be backed up by your allies. I honestly think that Assaults are almost more glass cannons than anything else: they can deal a lot of damage, and they can take some punishment, but the inability to maneuver around and escape means you're betting your survival on every engagement. Should the enemy be stronger than expected or should your teammates chase a pink Locust passing by, you're most likely dead, considering everyone on the other team will be focusing you.

I'd also like to add that people are vastly over-estimating the amount of armor on Assault 'Mechs, or rather they are over-estimating how much that armor actually helps. Sure, you can torso-twist and spread that damage. It just doesn't help in all situations.

#6 mike29tw

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Posted 07 March 2015 - 09:15 AM

Suck it up big boy. I don't see light pilots whining they get picked off on the other side of the map.

#7 EnochsBook

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Posted 07 March 2015 - 09:18 AM

View Postmike29tw, on 07 March 2015 - 09:15 AM, said:

Suck it up big boy. I don't see light pilots whining they get picked off on the other side of the map.

k

#8 Evan20k

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Posted 07 March 2015 - 09:18 AM

View Postmike29tw, on 07 March 2015 - 09:15 AM, said:

Suck it up big boy. I don't see light pilots whining they get picked off on the other side of the map.

I'm sure you're a lovely team player.

#9 Torgun

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Posted 07 March 2015 - 09:23 AM

As a frequent assault player, I think their responsibility is to haul ass ASAP when the match starts to gather up with the rest of the team. I see all kind of time-wasting assault drivers that have to do a full 360 spin, fix their firing groups, test them all out and then maybe look at the map and wonder why no one else is around. And when they get run over by a opposing lance and get killed within seconds, complain about being left behind. You're driving a damn slow mech, how about start moving when the match starts instead of a whole minute later?

Edited by Torgun, 07 March 2015 - 09:29 AM.


#10 mike29tw

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Posted 07 March 2015 - 09:23 AM

View PostEvan20k, on 07 March 2015 - 09:18 AM, said:

I'm sure you're a lovely team player.


If you want to keep up with the team at all time, consider a medium or heavy mech.

If I see enemy maneuvering into an advantageous position over our team, I'm going to move out of the killbox instead of sitting right next to our sub-60 kph assault mech and "support" it.

#11 Triordinant

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Posted 07 March 2015 - 09:24 AM

I see Assaults as mobile strongpoints. When I'm being chased in a Medium 'mech I drag the pursuer over to an Assault teammate around the corner then we can (hopefully) focus fire on the guy who foolishly left his teammates behind. Kite the enemies to your Assaults because your Assaults can't chase them.

#12 SolCrusher

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Posted 07 March 2015 - 09:24 AM

Dish out the most damage so they carry the team.

#13 Deathlike

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Posted 07 March 2015 - 09:40 AM

I don't have a definitive answer outside of one thing.

It needs to be the spearhead or anchor of an attack. Anyone who fails to assist in the Assault in which they are shooting at (assuming the Assault isn't trying to solo everything on its own), then the team usually deserves to lose.

If you don't even use that bulk as a distraction or let alone assist in the destruction of its target, then I don't know what to tell you.

The bigger problem is that the Assault pilot's requirement is to "try" getting with the group and not be staying in the back the whole time. The Assault always must push forward, even if it is slower than the rest of the team (yes, that means you in the Dire Wolf) and if you're not making a good decision on where/when to push, it's not going to turn out well.

Of course, this assumes that the rest of the group doesn't get too far ahead of the assaults... or the assault being not totally reliant on LRMs and staying back instead of being the frontline fighter.

Edited by Deathlike, 07 March 2015 - 09:42 AM.


#14 Lostdragon

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Posted 07 March 2015 - 09:41 AM

The assault pilot's job is to play his role. What that role is varies a lot depending on what mech and loadout is being used. Hopefully the pilot has picked a loadout and role that is appropriate to the mech.

#15 Joseph Mallan

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Posted 07 March 2015 - 09:49 AM

An Assault Mech is responsible for bringing the pain to the fight. My Atlas-S Brawler is great for joining a fight in close quarters and just smashing the enemy. My Atlas-D was a nice Archer build (LRM40 & 4 Mediums) raining damage where it was needed. I supported the Law well both as a LRM turret and a mobile firing platform.

I also provide a big honking Bull's Eye for teh enemy so my team can focus the enemy while I get hammered.

Edited by Joseph Mallan, 07 March 2015 - 09:50 AM.


#16 ThirtyOughtSix

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Posted 07 March 2015 - 09:52 AM

View PostJman5, on 07 March 2015 - 08:59 AM, said:

We often hear assault players telling the the team that he was "left them behind" or wasn't "supported". It seems from their perspective that our role in the game is to be their escort. However one thing that isn't ever discussed is what responsibility the assault players have to the team?

I think it's only fair that if assault players can demand things from their team we in turn should demand things from our assault players.

Everyone can outline the primary roles of a light mech, but what about on the other end of the spectrum? What are the general duties of an assault mech? High damage numbers? Survivability? Leading the charge? All of the above? Perhaps some assault players can chime in and talk about what they think their role is in any given game.


Take damage and dish out tons of it as well. IMO, assault mechs should be top speed for their chasis - while packing as much firepower as possible - to the point that they may overheat and shut down, this gives the other mechs a chance to pick up the DPS while they are tanking. What do I know though.

#17 Chagatay

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Posted 07 March 2015 - 09:54 AM

Assaults are a tricky weight class. You want to be at the front so to speak but not "the" front. Often if you are at the very tip of the spear you just get mowed down or worse (legged in a chokepoint). Generally, the best position is the guy right after the distraction (fast medium heavy that initiates a charge and distracts with speed and withdraws immediately before dying). You are too slow to withdraw so whatever you commit to you do it. You are the anchor of the Deathball and as such usually can dictate where the party happens (not always see NASCAR). As an assault pilot you generally want a nice array of weapons for different ranges so you can always bring the hurt.

Edited by Chagatay, 07 March 2015 - 11:09 AM.


#18 Salvag3

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Posted 07 March 2015 - 10:01 AM

Assaults don't have just one role. The role is determined by its load out. A high armor short range load out is suited for leaded a assault and taking the brunt of enemy fire while the rest of the team lays into the enemy. But say my down armored quad guass Dire wolf is suited at being in the rear of the company laying down covering fire. For the most part though assaults need the support of their team to be effective just like every other mech. A scout is uselessif the team Dosent move to engage his targets, a Lrm boat can't deploy his missiles effectively if no one is holding locks, a brawler can't charge into enemy if other mechs are not giving them supporting fire. This is not COD where one person can run around and kill off half the other team alone. It's a team based game that for the most part requires a team based effort In order to win. The basic gripe of assaults is well founded. We can't go faster, lighter mechs however can slow down. When you leave your slower assaults behind your leaving ( in general ) your biggest source of fire power on the side lines while you fight.

#19 C E Dwyer

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Posted 07 March 2015 - 10:04 AM

Usually the ones complaining about being left behind are the lurm boats and snipers, the only time its justified is in the nascar battles. River city, caustic, are really the only maps where its a valid. whine.
lack of support, is a far more valid complaint, and its usually made when the rest of the team start an advance and then chicken out leaving the assault a prime target as it can't put the brakes on, or the assault pushed and the rest of the team hid, you'll only ever see this complaint in pugs.

Even a lurm based assault should be no further than 300 meters from the front line, and it should always have secondary weapons.

An assault should as some mentioned be in the second line, but a very close second line, they are most effective, when in a push, where other team members have distracted the other side, then you Push and push hard, the other team are then faced with letting you hammer at them, or being blow away by the rest of your team.

Once you push you keep going, you brake and reverse to slow, you must keep advancing, and dishing out the damage it is far more important to keep shooting than try to preserve yourself.

Banshee's DW's Crabs, Atleans and to an extent Warhawk's and Highlander's , all second line push mechs.

Victor was a great front line push mech, the Highlander, was ok, but the JJ hoover jets and the torso twist nerf, hit both hard and in its current state, are probably the worse assaults in the game now.

#20 Khobai

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Posted 07 March 2015 - 10:08 AM

assaults pretty much do have just one role: doing damage. if youre trying to do anything else in an assault then just play a different weight class.

slower assaults should typically not be on the front line though. theyre too slow to get out of a bad situation if the enemy comes charging around the corner. its better to have faster mechs up front that can react better to that type of situation while your assaults are in the middle or back of the pack.

and if youre playing a faster assault youre doing it wrong. just play a heavy. taking big engines in assaults is very costly on tonnage and is just depriving you of firepower. thats why assaults like the warhawk/gargoyle/gladiator are not particularly good. even an engine as good as Clan XL doesnt change that.

Edited by Khobai, 07 March 2015 - 10:18 AM.






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