Ted Wayz, on 17 June 2015 - 04:25 PM, said:
Last night watched a guy repeatedly firing his ERPPC and LRMs into rocks as he ducked in and out of cover. He and two others were about 500m away from the rest of us. When asked to move up he said, "We are providing fire support".
First, if the terrain were our enemy I might half agree. But sitting on the far end of the map is not fire support. Fire support needs to be able to move with the unit and stay within a reasonable distance. Why?
You are a dead duck if their lights find you. You will be too far away for the team to fall back to support you. If the rest of your team is engaged they won't take fire for 500m just to help you out. Stay within a couple 100m and tings could be different.
If your team pushes you will be too far back to support. And by the time you realize this either the battle will be over or they will be killed, because you couldn't support. With your team dead you are dead. Stay within a couple 100m and you can move with your team without being on the front line.
LRMs arm at 180m. If you stay at just past that range from your team your rain will be incredibly effective against enemy brawlers as your payload will reach just as the next one is ready. If your missiles have to travel 500 plus meters the other team can finish the job before your first payload hits.
TLDR, if you are immobile 500m away from your team you are not fire support.
Depends on what the team is doing. Also Fire Support mechs SHOULD in theory, have a dedicated group of Lights/Mediums [between 2-4] that are dedicated to chasing off those pesky harassing lights.
Idealy, if you want to utilze your 3 lance's in a way that's somewhat lore friendly, you run the following:
Lance 1: Heavy Recon: This consist's of aproximately 2 fast mediums and a light, often with a heavy included. The light mech should be something fast and ECM capable. The medium's are used to levy fire vs enemy lights, with the heavy there to combat enemy mediums and add to the overall lance's firepower.
Lance 2: Fire Support: THis consist's of 2heavy's 1Medium and 1 Light mech typically. Though can be edited to taste, the 2 heavy's are usually long range indirect fire mechs, Catapults, Mad Dogs, things of this nature. The medium and Light provide a screen vs enemy lights and mediums that attempt to harass the group. Fire Support Lance should expect reinforcement from Heavy Recon should things go south, and the builds of the mechs should be both Indirect fire support, and direct fire support.
Lance 3: Command/Assault lance. This is where you're 3 assaults are situated, as well as whatever mech remains undesignated [likely a light at this point]. These mechs should move together, and screen one another, while the Commander of said unit gives out orders or the like. These mechs are the big firepower obviously, and will be bringing up approximately the middle of the battlefield, with the Fire Support lance providing Direct and Indirect Fire support to help keep them protected.
This kind of unit composition of course, relies on more mixed mech loadout's than you typically see, and embraces mech roles as intended. such as the CN9 being the operating partner to the Treb and the like.
The problem is no one wants to play this way, and just wants to build to drop mechs as fast as possible, instead of using any form of real tactics. So you're right OP, the Deathball mentality will continue on and Fire Support should simply be part of the deathball.
Edited by Flash Frame, 17 June 2015 - 07:13 PM.