People can complain about the assaults not pushing, but if we're being honest most of these bad assault anecdotes are problems with situational awareness. It happens in every facet of the game, except that an assault mech gets punished for it more than any other. There's simply no escape in an assault mech if you put yourself in a bad situation. Usually that mistake is fatal, which is why 'bad assaults' seem so prevalent.
More on that point, I think the average assault pilot is being conditioned to play it safe and stay in the back. An assault mech at the leading edge is often hung out to dry when teammates fall back in the face of an enemy push. Being further from the enemy is an obvious way to mitigate slow reaction time and cap the consequences of poking in a bad place, or against several enemies.
That isn't without its problems, but a good sniper will move to keep their guns on an enemy and isn't oblivious to being rushed by lights. A sniper with bad situational awareness generally won't pay for the mistake immediately, because the front half of the team is usually between them and the consequences. That might also contribute to people failing to recognize their mistakes, since they're still alive despite how doomed the team might be.
Now, assaults sitting in the back at long range isn't in itself wrong. If you look its honestly a natural progression to what most of them are best at with the current state of balance. There are several factors at play and they tend to all lean in the same direction.
First, in battletech and in MWO, you tend to trade weight for range. The hitting power of heavier weapons generally doesn't scale with tonnage. A large laser is quite inferior to five medium lasers in terms of damage. This is, strangely, also true for autocannons despite the fact the the progression is opposite that of energy weapons. That's due to boating, where having multiple smaller ACs can match the damage output of a single larger gun at greater range, at the cost of more tonnage. Convergence and salvo firing makes them effective at not spreading damage.
So, generally, a mech whose key advantage is payload is going to be biased towards equipping heavier weapons that are most optimal at longer range.
Second, speed is a triple-whammy. A slow mech that has to close the distance to use its weapons isn't shooting for much of the match. Being on the front line at short range makes withdrawing from a bad situation difficult and is inherently much riskier, and it has difficulty pursuing faster mechs that decide to break and run. Being more mobile is much more important to surviving and dealing damage than armour is.
Third, with the current tech level, critical and heat limits play more a part than tonnage limits. Generally brawler payloads can be carried by smaller, more mobile mechs. Smaller hitboxes, more difficulty in targeting a specific section and being able to better use cover.
Lastly, present map design tends to place open areas between teams without many means to approach under cover. It's most amenable to sniping. It's manageable when there are only a few snipers, but when team loadouts shift towards long range it's quite simply punishing trying to close.
All these things add up to a good incentive to equip long range if you've got the tonnage for it. If you've got range, it's in your best interest to stay there to reduce the amount of return fire. I personally don't like the long-range exchanges, but that's the way it is.
Edited by Fleeb the Mad, 07 March 2017 - 08:47 PM.