Dakota1000, on 23 December 2017 - 10:06 PM, said:
It an advantage and I don't understand why you just play it off. If we're going based on the comp builds for the Huntsman we'd be sitting here with streaks and ERLLs if we're using the WC as an example. Its clear that the situation in scouting is totally different than that in comp, and thus calls for builds that wouldn't be seen in comp. You wouldn't really feel the impact of RLs that much on the team when you have the larger teams in comp matches, but when its 4 v 4 and the enemy gets in 320 points of extra damage before closing into SRM range that's enough to flat out vaporize one of the enemy's mechs if focus fire is a thing.
4v4 is different from 8v8 is different from 12v12. Numbers matter. I'm not even sure anyone has the time to prove you otherwise.
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We could also come up with a counter scenario in which the Archer team is equally skilled and positions there mechs well instead of in some way that allows a pincer or conga line to work, for example using cover and standing close enough together that any enemy who is in range of one archer is in range of multiple archers. Archers really aren't cripplingly slow like an Annihilator, they can still track targets just fine and have rather average movement profiles.
Wave vs wave I'd rather be on the 12 Archer team than the 12 Linebacker team, especially if we are playing by full FW rules where the IS team would have 55 tons left over for a 4th wave mech while the clans only have 45, though honestly I'd rather just use an Assassin to counter the potential Ice Ferret kite.
The problem with the Archer as a whole (you have yet to identify this) is that it is limited naturally by it's speed (Linebacker agility still is greater than the Archer, but it's top speed we're dealing with here - 97.2 vs... however slow an Archer tends to run - whether it is by a 275-300 or so STD engine)... your ability to move is actually very important. The only way a Light mech with its ****** firepower make any real work is running some mid-range weapons (good enough for the occasional surprise) or drawing attention to itself while someone else works on the primary target. Even if you feel there is a firepower advantage on the Archer, it doesn't have the effective responsiveness to "avoid damage". Assuming any semblance of skill, shooting a Light mech with SRMs is harder (depending on its shape, due to the "enlargening" a while back) than shooting an Archer or Linebacker. At peak skill, there's little to no differentiation - everything is "easy enough" to hit. That's going a little too much there. Either way, speed is still a factor... some people have next to zero predication on where/when to shoot a Light at top speed. While this is normally not a problem at high levels or even just the size of the Linebacker, some people still are unable to shoot things that run at high velocities. These are the people that struggle more, and this obviously requires a bit of skill - but even then is significantly influenced more by positioning - coming to a position that favors the guy that holds his ground. If a Light had to shoot its final enemy mech that's backed up to the wall, it's going to be a 1v1 fight that tends to favor that guy that positioned properly. That's still not the point.
Your mobility, or specifically just being weaker of it in the Archer is a weakness that can be exploited. It's not like the Linebacker doesn't have weaknesses to expose too - there's a certain point where it can be more difficult to coordinate slower mechs than faster mechs due to positioning. A light mech can reposition around an enemy, just like a Linebacker can to an extent. Archers don't quite have the same luxury, even given equal coordination.
I'm not even saying the Linebacker is comp-level, but it has niche applications that is very usable in comp-level and regular/CW matches. The Archer has a far more limited value and not understanding why that is... well, you're overrating IS aspects that in real play don't really pan out in MWO.