Jump to content

We Need Tank Damage


21 replies to this topic

#21 Funky Bacon

    Member

  • PipPipPipPipPipPipPip
  • 629 posts

Posted 18 June 2019 - 11:10 AM

View PostNightbird, on 18 June 2019 - 03:35 AM, said:

The tankiest mechs (as measured in the amount of firepower needed to be directed at it before it dies) are lights like the commando and locust/flea.


The purpose of a tank is to draw aggro and re-direct enemy fire away from friendlies. So yes, quick lights are the true tanks in MWO. (or are they more like the "pet" in MMO's? Hmm...)

Assaults are more like mages, great damage but squishy as heck due to how easy they are to hit and outmaneuver even if on paper their HP is the highest.

#22 Dauntless Blint

    Member

  • PipPipPipPipPipPip
  • Fire
  • Fire
  • 408 posts
  • LocationPlaying other games.

Posted 18 June 2019 - 11:36 AM

Yeah lets be clear Lights are tanks, Assaults are glass cannons, the others are everything in between.

There should be some metric that measures aggro taken at the end of the match.

If you can Melt an Assaults 160 CT armor in 1-3 seconds of exposure, it has the biggest hit boxes and slowest movement profile and can't negate damage it literally has no ability to tank except one-on-one once in the match.
You need to try and ambush what you fight and force a one on one over-match with assaults.Especially in PUG ques as there are less team players now then ever when it comes to assault support.

The metric could be measured as "time locked by enemy" modified by damage taken? and locks broken?
If you speed bump a rotation for your team and do it well there is no metric telling your team the sacrifice you tried to make for them to catch the tail by delaying the enemy advance.





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users