I wouldn't minded this, but it needed a few more things to actually make this mission fair. First off the mech of choice was an Atlas with a ridiculous amount of armor...and no ability to retaliate. Why not an
Ambassador mech? Give it Cicada animations, and rather than have it be on the map immediately, have it appear a couple of minutes in with a map marker for lights/mediums, while the heavies and assaults stage a defensive line already knowing the Ambassador's planned path. If there's a lot of action along that route, have the Ambassador announce a route change. Give rewards for lights/mediums sticking with the Ambassador to help make up for the action they miss out on initially. Now have the Ambassador get to the other side and leave the bounds for mission success as a "hand off."
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Alternatively, it could have been a vehicle. A Behemoth tank, Armored Variant for example. Its a 100 ton tank with more armor than any mech can hold as its norm, along with twin LBX-10s and 4 LRM-5s, meaning it could assist in combat with most of the danger going against those in front of it, making the decision to engage from its sides or rear much more preferable.
![Posted Image](http://assets-cloud.enjin.com/users/3647322/pics/original/2806203.jpg)
As one sided as this may sound for the attackers, even still, keep in mind this tank almost single-handedly (the escort Commando died in a single volley from the Atlas and did nothing to it) takes out an assault and destroys or completely cripples somwhere between 7 out of 8 Enforcers...and that's while immobile.
Hitting tracks should slow it down or stop it after a certain amount of damage is received and have it recover in due course, during which its retaliations could be more aggressive than when its focused on driving (adding a bit of "is it better to get it to stop moving or to engage it while its busy traveling and therefore less accurate?" strategy.)
Or a convoy of multiple vehicles in multiple directions ensuring that there's action divided across the map and that the "nascar" or "ball" strategy could not work, provided that the escort convoys had reasonable speed.
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But what we got was terrible and nonsensical. As such while there was potential in the idea, it ultimately was doomed from the start.
(So when is Conquest gonna get a revamp. Anyone heard of Herzog Zwei for the Sega master system, AirMech Strike f2p its spiritual successor in all but name? Both sides start out with a base and there are platforms that the Mechs cannot take themselves, what they do is they create and carry or escort or leave on their own little infantrymen [or in our case little vehicles] that will then take over and operate the little platforms. The only counter is to bring your own little guys to take over the base. Interception of them is paramount to protecting your platforms and each one you have can then spawn little guys to be sent to take another base. Understandably there are roles for every class though seeing role warfare natively take place is questionable.)