BobbehYYC, on 19 May 2015 - 10:33 PM, said:
Hello I am pretty new to MWO but a long time MW/BT fan, from table top to cards I played them all.
In MWO currently from what i've seen.
Lights are Gods.
This is how most new players feel when they play assault mechs and meet light mech pilots of their own skill or above.
This will change when you become more familiar with the game and learn how to handle light mechs.
Lights are the most unpopular mechs in this game, and for good reason. They are, as a rule of thumb, the weakest mechs, with least impact on the match (except Conquest) and they get the least amount of C-bills and XP.
BobbehYYC, on 19 May 2015 - 10:33 PM, said:
I guess what i am saying is someone please explain to me the current roles by weight class in MWO
Because lights certainly are not Scouts, distractionary forces, and support
Mediums are not quick moving additional firepower that is a tad fragile
and assaults are not the scary heavy weight champion of the field that can easily tango with a medium or light lance.
Thank you for your time.
It depends on the game mode, but for Skirmish and Assault, light mechs are scouts during the first minute or so on larger maps. Beyond that, light mechs are harassers, distracting enemy snipers and LRM boats, probing the enemy formation for weak points, and swooping in to kill targets that are isolated or nearly dead. When a lance of light mechs appear as "Gods", and just kill one mech after the other, sweeping through the enemy team, it's always a sign that their opponents had zero teamwork. A good firing line will tear light mechs to shreds. Light mechs thrive on chaos and unorganized teams.
Medium mechs can be anything from SRM brawlers to laser snipers, so it's hard to give a common description. But for the most part, I would say that medium mechs are the glue. Their speed lets them quickly change position to defend against attacks or follow heavies and assault mechs in their attacks, but medium mechs sort of depend on the rest of the team to do their part. Unless you've got a large skill disparity, it's especially hard for a medium mech to do its own thing, because it's so fragile and not fast enough to escape a bad position. Medium mechs will often struggle against assault mechs, because medium mechs are oversized in MWO, making them easy to hit, while not having the speed, agility and firepower to succeed in a duel against heavily armed and armoured assault mechs.
Heavy mechs are essentially the meat and potatoes in MWO, like a line cruiser at sea (or in space, for Battlefleet Gothic fans). They typically do more damage and unless they're dedicated gauss snipers or LRM boats, they usually handle themselves well against all other classes.
Assault mechs are invaluable for soaking up damage, and they also bring more raw firepower to the table. However, their lack of speed and agility often leaves them outmaneuvered, which is why the sum of their damage is often actually less than heavy mechs. They have trouble being at the right place at the right time, especially in a NASCAR match where both teams circle each other with increasing speed. In a straight up brawl or a coordinated push, however, assault mechs are extremely valuable, to the point where they will often be the difference between a win and a loss. When a medium mech leads a charge and explodes, the charge often falters and people retreat. When a 100 ton assault mech leads the charge, it gives the rest of the team some confidence to push.
At least, this is the way it usually works in PUG matches for Assault and Skirmish. YMMV.
BobbehYYC, on 19 May 2015 - 10:33 PM, said:
Also someone want to explain to me the two following view points so i can understand
1) Why do light pilots think its their job to solo assaults and are mad if light mechs get nerfed so they cant fight 2 weight classes above them.
Because PGI made the game like that. Basically, there's no incentive to play light mechs unless light mechs are equally dangerous as heavier mechs. Most people can buy an assault mech after a week of playing, so if light mechs are just objectively worse mechs, no one would play light mechs.
Which is sort of what's happening already, because PGI has chosen a poor compromise between Battletech hierarchy, total equality and rock, paper, scissors.
Basically, in a FPS game where players can choose between 4 classes, it makes no sense to have 1 class as objectively worse. No one would play Paladins or Wizards in WoW if those classes were objectively worse than the others.
BobbehYYC, on 19 May 2015 - 10:33 PM, said:
2) Why do IS pilots think their mechs should = clan mechs. Pound for pound clan mechs were superior in every way, they were deadlier and quicker and more customizable IS mechs were more in number and believed in different rules compared to clanners. I fully support the idea that CW should be 10 vs 12, 2 stars of clan mechs (5) and 3 lances of IS mechs (4). The clan tech should be superior but against superior odds the benefit equals out. Meaning that at the end of a 4 mech drop IS will have dropped 48 and Clan will have dropped 40.
Because PGI has thrown the lore out the window in this regard. And again, see the Batman and Robin example. It's a human tendency to desire power. If Clan mechs are more powerful, people want to play Clan mechs. It's not like Star Craft where the Zerg player gets more units than the Protoss. Because in MWO, we're actually representing individual characters, so nobody wants to be one of the many zerglings instead of the few Siege tanks, if they can choose.
To make each faction equally popular, PGI made them equally powerful.