Lights: They fill a few roles. they are either scouters, spotters (narc and tag), or high speed flankers (depending on the size and load out). Think thief or ninja classes in an RPG. Very low armor and firepower with great speed. usually fairly good with heat if built right.
Mediums: Also a few roles. They are the best bang for your buck missile boats (weight, slot taken, speed, and ability). They make great team support mechs for your heavier brethren. and they make a fairly good flanker. These are your archers classes in an RPG. Ok armor with above average firepower and speed. Can be good at heat, but normally that requires losing firepower.
Heavies: Heavies are your main line fire mechs. They are more of a finisher mech for the assaults. Think wizard or DPS in and RPG. Good armor with great firepower and decent speed. also in the range of firepower does not necessarily mean too much heat as with the lighter classes.
Assault: These are your center of the line, supported big boys the grab aggro and deal good damage as they push into the enemy. They can take a heck of a beating as well.Think Tank or Brute in an rpg. Heavy armor and firepower but slow in speed. These run hot as they carry way more weapons than the can effectively cool.
Now there are other roles that CAN be successful for these weight classes. But overall those OTHER roles tend to take away from the team as a whole. For examples: an assault as a missile boat almost never helps the team as a whole. A light as a line mech usually has a very short life expectancy.
Well these are just the way I have seen successfully used weight class roles impact a game. I have also seen these roles ignored at the cost of a team and a match. So what are your thoughts?
Edited by Yanlowen Cage, 15 February 2017 - 09:10 AM.