I totally agree that not all assault builds are suited for leading the push, because of high heat or minimum ranges.
But specifically for the latter one:
Why would you take one of the biggest, most well-armored and well-armed mechs in the game, and boat weapons that make you rely almost entirely on your teammates and basically tell "I'm gonna hide behind everyone, even lights. Their laser at least don't have minimum range".
That's the big point I don't understand. Why do you boat weapons with minimum ranges on assault mechs? Why do you implement your own hardcounter, where the smallest light mech can facetank you because you are helpless below 90m?
I understand that this is a game with a lot of choice, and as such everyone is entirely free to put whatever the hell they want on their mechs. But wouldn't you agree that boating may be a bad idea sometimes?
How about taking LRMs and ATMs as support weapons? Try and create some mixed loadouts, with cool running ballistics, some lasers for extra damage and some LRMs/ATMs to support your approach. That way you don't get immediately deactivated if the enemy pushes you and you can actually support your frontline in a push, even if you may not be the tip of the spear.
And I also agree that some heavies are better suited for leading pushes than some assault mechs. Since the update I've had a lot of fun with my mid-close range Roughnecks, boasting assault-level survivability. I'm perfectly aware that I can take as much damage as the fatty next to me. But I'm still hesitant to lead the push.
First of, I'm probably a lot faster than my fatty collegues. So if I start pushing, I'm probably reduced to rubble by the time the other guys managed to move out of cover, even if they started pushing with me.
Secondly, pushing next to an assault mech just makes you feel a lot safer. You'll probably not be the first to get shot, can bring your own firepower to the table and start moving in front of your friend and blocking some of the incoming fire, when you see that he's already taken quite a beating.
Another point about heavy pushes is psychology of the average player. If an Atlas, a Roughneck and a Cougar start pushing at the same time, walking right next to each other towards the enemy, who do you think most enemies will shoot first?
Probably the Atlas, because it's an Atlas.
The Roughneck would probably be next, because it's a heavy.
The Cougar would most likely be last, even if he can probably (and quite easily) match the firepower of the other two.
So if you lead a push with heavies and your CQC assaults follow up, they will likely draw fire away from you the moment they step out of cover. Granted, you will have taken the inital burst of the enemy firepower and heated them up a little, reducing the following pain...but your more or less "fragile" assault will still get the rest.
Of course, people not working together at all in QP is another thing entirely. Don't think there is anything you can do about that when dropcalling.
Hell, I regularly see people without VOIP on the matches.
Like, really? This is a team game and you don't bother to hear what your teammates say?
If you don't have a mic, that's a pity but not the end. Just activate VOIP to LISTEN to what the team says! Really, it helps!
Edit:
Boy, that came out more rant-y than I planned.
Edited by FunkyT, 21 July 2017 - 04:09 AM.