While many people say that there are no "roles" in MWO, i've noticed that each pilot tends to favour a certain playstyle, and that each mech will cater more or less to it.
I've identified the following roles:
- Main Line: main line mechs are the mechs that dictate the strategy of the team (as long as the team has a brain). They are often heavies and assaults with medium to long range weapons, and the capability to spread damage and/or tank well. Willing or not, they are the leaders of the team, and their performance decides the way matches go. Typical examples are Dire Wolves, Banshees and Stalkers.
- Fire Support: fire support mechs are second and third line mechs. They often have vulnerabilities (high alpha-low DPS, high heat, weapons with minimal range, bad hitboxes. etc.) that make them want to not be singled out, but they compensate with great firepower. They stay near the main line, using the more threatening mechs to draw the attention away from them in order to lay down the pain on the enemy team. They are LRM boats, snipers, and poptarts. Examples include Jaegers, Catapults, Adders.
- Brawlers: brawlers are mechs with the ability to tank and dish out lots of damage, but are limited to short range. They normally wait until the two battle lines close enough to push into the enemy. They also are the watch dogs: while they wait for the brawl to start, they kill or chase off the flankers that get too close (as long as they have the speed for it). Brawlers live a feast or famine life: if the battle lines don't close, they are easily destroyed, but when CQC ensues, they are kings. The most iconic brawler is the Atlas, but mechs like the Centurion and many others can do the job just as well.
- Flankers: flankers value speed over firepower. At match start they can scout the enemy positions, and then start picking on the exposed flanks and rear of the enemy, on their own or in a wolf pack. Without their speed, they could get surrounded and destroyed, but thanks to it they can disappear when challenged, leaving their hunters stranded and vulnerable. Light mechs and fast mediums are natural flankers, but any mech can do it, as long as it has enough speed (or the enemy decides to ignore him... usually a big mistake).
- Strikers: (suggested by Kiiyor, he's right, i forgot those) Strikers (AKA skirmishers) are specialized in going in, doing ridiculous damage, and getting out. They need both firepower and speed, often at the expense of resistance and heat efficency. Classic Strikers are the Grasshopper, the Jenner Oxide, and some Nova builds.
So, back to the question: what role do you enjoy the most?
Personally, i'm a flanker at heart. My best games are always when i manage to place myself in a place where the red doritos will curse my name because i'm a huge PITA, blowing out STs and rear armor every time they turn to face the main battle line.
When i'm in a slower mech, i have to constantly refrain myself from breaking off and trying to flank the enemy. If i do fall to the urge of flanking, i usually regret it: a slow flanker is easily picked apart by fast mechs or unexpected enemy movement.
Edited by TheCharlatan, 04 September 2015 - 03:43 AM.