Epydemic2020, on 16 March 2015 - 05:15 AM, said:
Good idea. I get better damage when my assault mechs can run as fast as your build there. Do you all actively avoid the slower assaults?
Not at all. We in NS have two completely different styles of brawler and we use each to different effect. We have "Everyone bring your fast brawlers" where all of our mechs go in the neighborhood of 80kph, including Dragons, Thunderbolts, this XL Battlemaster, and often other medium-sized drop deck filler builds like wolverines. Sometimes an Atlas or small group of slower assaults is in here, giving support but their movements are much more direct while the faster guys actively patrol around looking for engagements. This wave moves fast and hits hard with a lot of DPS and is great at finishing off the last remaining enemies and cutting time off of the match timer so we can get another game in.
Then we have the slow brawlers, which we call the 'big wave', and the only goal for them is to carry tons of armor and to be completely unstoppable. We move fearlessly and in tight formation, utterly crushing anyone who gets in our way. This wave is especially good to send early on so that we can park our asses inside the enemy base. If we are never overtaken, we can kill the same players who spawn in a certain dropship, reducing the enemy's max team size. The goal we try to get everybody to achieve is 60kph, with the King Crab STD325 Engine (57.9kph) being the slowest we allow. We give our pilots a lot of freedom to make their big assault how they want it, so it's a very diverse wall of pain. We see Banshee-3M dakka, Atlas-S quadSRM6, Atlas-D-DC classic 350, King Crab 000 quad AC5, Brawler Stalkers with SRMs or AC/20 Misery, and some heavier Heavies that are armed to the teeth like CTF and ON1. Mechs like the Orion which are generally shunned for most play styles due to their huge hit boxes and low-slung arms are less of a problem here due to the aggressiveness of the push.