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Important lance/company tactic


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#21 Bearcut

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Posted 14 July 2012 - 07:11 PM

The biggest problem is this...

In Table Top, speed = decreased chance to a hit.
A locust running its full 12 in open terrain at long distance is already +7... so thats 11 to hit out of 12 if your gunner is a 4.
In simulations, a players gunnery skill is considerably better than a dice roll.... and most good players can hit that locust thats running full blast. Taking a leg out, knocking it down, or seriously screwing it.

PGI has taken a step in the right direction by allowing radar blocks by large objects, shutdown to avoid LRM's, and other, "quick thinking" tactics that will allow Light players to really love the battlefield. But please, dont be fooled. An assault will mow down a light any day of the week one v one.

I still think Heavies are going to rule the battlefield. They have enough firepower to take down an assault pretty quick, but better maneuverability to get those shots in faster.

#22 Haroldwolf

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Posted 14 July 2012 - 07:26 PM

Quote

I still think Heavies are going to rule the battlefield. They have enough firepower to take down an assault pretty quick, but better maneuverability to get those shots in faster.


I believe Bearcut is in the right direction. 50-70 ton mechs should turn out to be the workhorse mech in MW:O. My original post still stands 75-100 ton mechs need to be guarded in battle. A faster opportunistic enemy will bring an Atlas, Stalker, Warhammer, etc. to an untimely and messy end without support to watch it's back





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