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.
I... sort of disagree. Not to that specific example, but in general.
If you're in a faster mech with long range weapons, you can afford to hang back a little. If you've got good eyes on the battlefield, and a little situational awareness, you can afford to hang back a little. If you're in a good fire position, and are out-trading the enemy, you can afford to keep doing what you're doing. If you've got an escape plan, you can afford to be a little snobbish.
If you're keeping an enemy's head down, that means there's at least one mech that isn't shooting at your teammates. If you force more than one mech to move to another position, you've given the rest of your team an advantage. You don't have to be in hugging range of the rest of your team to contribute.
Denial of ground.
Of course it can backfire. If you're at the point where you're no longer shooting at anything, then YE BE USELESS, and should move. If you're set upon by a hungry hungry Huggin, you're doomed also (actually, you're probably doomed if your part of the group and a Huggin sets it's beady little eyes on you). If the rest of the team is committed to finishing as many laps of daytona as possible, you may just spend the entire match eating the dust of your greedy faster teammates in front of you.
However, if someone is comfortable with that playstyle, let them go. If they get blown to itty bitty pieces, then they'll learn a lesson.
While a death ball is the most common prevailing tactic in PUGS, it isn't the only one that works. I'm a direct fire support kind of guy myself, and my dual gauss Yager can do damage out to 2.5km. While I like to fight at closer ranges, i've had dozens of matches where i've been 300-500 m from the team, and have still cleaned up. If I had a single C-Bill for every time someone had criticized my role on the battlefield before discovering i'd tripled their damage and kills, i'd be able to afford... well, probably a UAV or something like that. Anyhoo, I think of group positioning not in terms of distance, but line of sight. If you can see other mechs on your team, they can probably see enemies attacking you, and unless it's at extreme range (500-1000m) they can probably assist you - and vice versa.
It really bugs me when other pilots decide your tactics suck because they don't fit their own narrative.