That's a simplistic explanation, but workable nonetheless. Sun Tzu, in describing the various tactical and strategic situations in which an army might find itself, identified amongst them "death ground" (called desperate in some translations.) "Ground on which we can only be saved from destruction by fighting without delay, is death ground... On death ground, fight."
Of course, the Art of War wasn't written to govern tactical combat; it was a guide for high-level professionals, a secret set of teachings for the use of generals in the field. However, the application to tactical combat in MWO is very appropriate here - because in order to win Escort matches, you must come to grips with the enemy, and do it quickly.
Escort is unlike other game modes, even Domination, in that it puts real time constraints on combat. The attackers have to kill the VIP before he gets to the dropship, and they have to deal with the enemy team to do it. This forces a situation where neither team can afford to be passive; the defenders need to keep between the attackers and the VIP, and the attackers have to kill them efficiently.
This means that the kind of methodical trading mentality that has made Canyon Network so popular in recent months is just not viable in Escort. There simply isn't time to reduce the enemy team this way; more aggression is called for. The VIP's slow pace is deceptive - once combat starts, the time will fly, and he will be stumbling out in front of your team or up to the dropship (depending on your perspective) before you know it.
This doesn't mean that only brawlers and dakka can do well in Escort - any build or style can contribute and do well. But you have to get rid of the mentality of letting the other guy take the damage - whether or not he's on your team. It's vitally important to take every advantage to cripple or drive back the enemy team; and when they're shooting at your teammate, they can't shoot at you.
Again, you can use any type of build - it's the tactics that count. If you're a sniper, get in close anyway: you can trade with people at close range, targeting vital locations on enemy 'mechs. If you're an LRM boat, well: optimal engagement range for LRMs is about 300m. If you're fire support, get up there and use your armor, too: you can pull back once you get critical, but fire you take is fire your buddies don't have to. Lights can distract and harass the enemy like always, and take out capture points too: there's a reason the defense turrets are so easy to kill; Lights need to be able to kill them.
These are only suggestions as to how you might approach the battle. Do what works best in the tactical situation - but remember one thing above all others: this game mode requires you to be aggressive. No matter what. So, Mechwarriors: fight; strive; kill! Engage the enemy more closely; don't @#$% on them, boot em; "get 'em good!" Do you want to live forever?
On Death Ground, Fight!
Edited by Void Angel, 17 December 2016 - 03:28 PM.