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The Mech Chassis Role


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#41 Shifty McSwift

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Posted 20 October 2018 - 12:30 PM

Hey guys, please go ahead and get locks for me while I sit back here firing all 6000 of my missiles, when I'm done with that, then we can attack together, oh and also can someone make me a sandwich?

#42 Weeny Machine

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Posted 20 October 2018 - 12:58 PM

View PostSpheroid, on 14 October 2018 - 02:57 PM, said:

The role of a mech is to kill other mechs. End of discussion.


No, here's the combat role from a heavy and assault pilot's view

Light mechs' roles:
1. Sound
allowed to ineffectively plink away at the heavy or assault to give them feeling of being invulnerable

2. Aiming
Target practice, should go up after one alpha, though, also to convey the feeling of being invulnerable

3, Complaining on the forum
Should a heavy or assault get killed by a light mech it is clearly op and at least one post should be made on the forum.

4. Protection
Slow light mechs can be used as described in "Medium Point 1"


Medium:
1. Protection
Meat shield to hide behind

2. Venting steam
Should be yelled at when a fast medium uses his speed to flank instead of doing his protection duty (see point 1)

Heavy:
Should kill everything except assaults which is borderline acceptable

Assault:
Should kill everything by default

Edited by Bush Hopper, 20 October 2018 - 01:01 PM.


#43 Shifty McSwift

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Posted 20 October 2018 - 01:04 PM

Hey you forgot the other role of lights, to die in the most hilarious ways possible.

Seriously, watching a piranha get nailed while doing 150 and then pinballing down a mountainside, or a wolfhound getting popped mid flight and sailing into the dirt is like the most cathartic release this game offers.

#44 VonBruinwald

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Posted 20 October 2018 - 03:39 PM

View PostShifty McSwift, on 20 October 2018 - 01:04 PM, said:

Hey you forgot the other role of lights, to die in the most hilarious ways possible.

Seriously, watching a piranha get nailed while doing 150 and then pinballing down a mountainside, or a wolfhound getting popped mid flight and sailing into the dirt is like the most cathartic release this game offers.


Watching a Spider doing a backflip as you knock him out the air with a gauss will always be beautiful.

#45 Jay Leon Hart

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Posted 20 October 2018 - 04:09 PM

View PostShifty McSwift, on 20 October 2018 - 01:04 PM, said:

Hey you forgot the other role of lights, to die in the most hilarious ways possible.

Seriously, watching a piranha get nailed while doing 150 and then pinballing down a mountainside, or a wolfhound getting popped mid flight and sailing into the dirt is like the most cathartic release this game offers.

I fondly recall nailing an ACH mid-jump with an AC20 and sending it cartwheeling across Tourmaline Posted Image

#46 JediPanther

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Posted 20 October 2018 - 06:45 PM

spider 5v to make all the other mechs op as no other mech in the game has ct only two lasers only. The most fun you can have with it slfe and smls to ram all other mechs like it's your personal mech derby and not even assault level armor buffs on a light can stop your 12 max alpha of DOOM.

#47 Shadowomega1

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Posted 20 October 2018 - 08:41 PM

View PostHenryFA, on 20 October 2018 - 12:19 PM, said:


People get close? Shoot them with your back up weapons.
Don't give me that "missile become ineffective" bs.
Your teammate will be able to protect you if you aren't standing 500m away at the back.

Keep in mind that if the enemy have ECM, "60%radar derp" and knowing how to use terrain avoid LRM fire,
unless you have a way to directly do damage w/o LRMs, you're basically a dead-weight.

If you still think that LRM boats should stay at the back, well, you're hopeless and you deserve get stuck in Tier 2 forever.


No, forget tier 2 they should be stuck in tier 5 minimum, or the rumored tier 6.

View PostLykaon, on 19 October 2018 - 03:41 PM, said:



Not a sound plan since this grants the enemy with ample time to devise a counter strategy to the LRM bombardment.

I see where you get this lineof thinking but, LRMs are not present in enough numbers on an average quick play team to suit the role of ye olde timey artillery of the bygone days.

A far more flexable use of an LRM platform is mobile second line support ( standing a 100m or so back from the front line "tanks" and lobbing shots over their team mates. By doing so the LRM boat is not effected by blocked LOS or firelanes and can contribute damage directly.This places the LRM carrier in position to rotate forward and "share armor" while the front liners cool down or reposition due to sustaining severe damage. And that is why a LRM boat needs secondary weapons. (this method is similar to old timey grenadiers that lobb explosives into the enemy positions as the main body charges)

Or,optionally the LRMs can be used to suppress enemy movements while the rest of the team moves into an effective combat position. (this method is similar to WWII support machinegun uses where the object was area denial and funneling the enemy away from advantageous postions)

I see little advantage to tickling the enemy with LRMs for the first 5-10 minutes of the game burning off LRM ammo on hail Mary shots while the rest of the team sits on their hands waiting to be flanked.



This is why the best LRM mechs are the Mad Dog, Timberwolf Warrant, and Archer they have a good mix of support slots good tonnage. The best way to handle LRM is keep the number of packs no more than two.

Edited by Shadowomega1, 20 October 2018 - 08:45 PM.






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