New Player Assault "how To"
#1
Posted 02 July 2020 - 02:13 PM
The following video is a LIVE match with commentary on the spot, it demonstrate how an assault should be played.
I try to keep things simple, let me know if you have something to add, or even if you disagree(don't do that).
I hope my english is ok cause i'm not native of any english country.
Btw the video is not monetized, i gain absolutely nothing, i genuinely want to see assaults not sitting in the back clueless and confused.
https://youtu.be/yXjKt8UW7Pc
#2
Posted 16 July 2020 - 01:21 AM
GLHF
#3
Posted 16 July 2020 - 11:31 AM
First of all, assaults are not homogenous "be on the front" or "bring most firepower" guys. There is roughly three groups of assaults - upscaled heavy, gunboat, roadblock.
Upsclaed heavies is mostly IS guys like Charger, Victor and Zeus, but also some clan boys like Warhawk and Gargoyle. These mechs can dish and take a bit more punihsment than heavies, but they ultimately not much stronger than them and shouldn't be used as tanks much. Zeus can dish damage - thanks for the quirks - but it cannot take it in return with huge profile.
Gunboats start to bring a real firepower on the table, dwarfing most heavies in sustain, but they are not exactly durable and ususally have bad agility. It's mostly clan 'Mechs like Mad Cat II, Marauder IIC or Blood Asp, but also some IS guys like Nightstar, Stalker or Awesome. They should take position in the middle of the team, because their weapon and durability best served here, and they cannot be flanked so easy.
Roadblocks are heavies, baddest assaults which can bring most of firepower and/or durability on the table and act as both target for the enemy and firepower barge for the team. These 'Mechs indeed should try to get into forward position and attract some enemies, while shooting their best. Roadblocks ususally cannot affrod slow down and retreat, so they shoudl pick positions and confrontations very carefully and be committed in the push.
Second, one of the most important thing for assaults is positioning. Positioning within the team, positioning against the enemy team, positioning for best usage of weapons on the 'Mech. Because assaults usually have worst speed and mobility in MWO, player should always think about such things beforehead. If you cannot think ahead in the assault, you will be easely focused, flanked or left behind.
Third, you are mistaken when it comes to difference in durability. Tanky 'Mechs with good profiles or additional quirks like Quickdraw IV-Four, Champion, Dragon, Marauder etc. also CAN take a lot of damage, but usually they don't need to because they can EVADE said damage in the firs place. Their ability to poke, poptart, twist and turn to splash damage is MUCH better than armor level of huge targets like assaults.
Lighter 'Mechs usually can choose their trades and avoid return fire, but with something like King Crab or Annihilator you basicly have no choice but to take everything in the face. This is why positioning is so important - you can afford some mistakes in the "agile like medium" 60-tonner, but you cannot afford any in "i'm big as a barn, and just as agile" 100t 'Mech.
Finally, you are underestimating battle power of lighter 'Mechs. They are ususally lacking in sustain and alpha, this is true.
But with lighter egines (and XL ones), with better agility for twisting and better speed which allow them to pick their battles, sometimes even mediums can win over assaults, as long as they play their strenghts and don't go into the facetanking. Boating ceratin role-based weapons like ATM, RAC or MRM can get you into disadvantage in certain situations, and if your team won't support your back against unfavorable opponents, you can lose 1-on-1 scenario.
Basicly, every assaults need to know positioning, timing of attack and positioning agains as main priority in the fight. Don't overextend and push into fire line, don't push into crossfire, don't go alone.
P.S. Also, don't trade firepower for speed, especially on gunboats or roadblocks, that's just stupid.
#4
Posted 16 July 2020 - 05:00 PM
letir, on 16 July 2020 - 11:31 AM, said:
First of all, assaults are not homogenous "be on the front" or "bring most firepower" guys. There is roughly three groups of assaults - upscaled heavy, gunboat, roadblock.
Upsclaed heavies is mostly IS guys like Charger, Victor and Zeus, but also some clan boys like Warhawk and Gargoyle. These mechs can dish and take a bit more punihsment than heavies, but they ultimately not much stronger than them and shouldn't be used as tanks much. Zeus can dish damage - thanks for the quirks - but it cannot take it in return with huge profile.
Gunboats start to bring a real firepower on the table, dwarfing most heavies in sustain, but they are not exactly durable and ususally have bad agility. It's mostly clan 'Mechs like Mad Cat II, Marauder IIC or Blood Asp, but also some IS guys like Nightstar, Stalker or Awesome. They should take position in the middle of the team, because their weapon and durability best served here, and they cannot be flanked so easy.
Roadblocks are heavies, baddest assaults which can bring most of firepower and/or durability on the table and act as both target for the enemy and firepower barge for the team. These 'Mechs indeed should try to get into forward position and attract some enemies, while shooting their best. Roadblocks ususally cannot affrod slow down and retreat, so they shoudl pick positions and confrontations very carefully and be committed in the push.
Second, one of the most important thing for assaults is positioning. Positioning within the team, positioning against the enemy team, positioning for best usage of weapons on the 'Mech. Because assaults usually have worst speed and mobility in MWO, player should always think about such things beforehead. If you cannot think ahead in the assault, you will be easely focused, flanked or left behind.
Third, you are mistaken when it comes to difference in durability. Tanky 'Mechs with good profiles or additional quirks like Quickdraw IV-Four, Champion, Dragon, Marauder etc. also CAN take a lot of damage, but usually they don't need to because they can EVADE said damage in the firs place. Their ability to poke, poptart, twist and turn to splash damage is MUCH better than armor level of huge targets like assaults.
Lighter 'Mechs usually can choose their trades and avoid return fire, but with something like King Crab or Annihilator you basicly have no choice but to take everything in the face. This is why positioning is so important - you can afford some mistakes in the "agile like medium" 60-tonner, but you cannot afford any in "i'm big as a barn, and just as agile" 100t 'Mech.
Finally, you are underestimating battle power of lighter 'Mechs. They are ususally lacking in sustain and alpha, this is true.
But with lighter egines (and XL ones), with better agility for twisting and better speed which allow them to pick their battles, sometimes even mediums can win over assaults, as long as they play their strenghts and don't go into the facetanking. Boating ceratin role-based weapons like ATM, RAC or MRM can get you into disadvantage in certain situations, and if your team won't support your back against unfavorable opponents, you can lose 1-on-1 scenario.
Basicly, every assaults need to know positioning, timing of attack and positioning agains as main priority in the fight. Don't overextend and push into fire line, don't push into crossfire, don't go alone.
P.S. Also, don't trade firepower for speed, especially on gunboats or roadblocks, that's just stupid.
I agree with you letir, the things that you've describe should really be what assault pilots strive to learn if they want to commit to assault mechs. But I believe the simplified video from OP is so cadets wont get overwhelmed I hope they will understand there are a few layers they need to go through before they can truly master a weight class/this game.
#5
Posted 06 November 2020 - 01:56 AM
#6
Posted 06 November 2020 - 04:39 AM
From Cadet to T1.
Best practice is the way
#7
Posted 06 November 2020 - 03:38 PM
OZHomerOZ, on 06 November 2020 - 04:39 AM, said:
From Cadet to T1.
Best practice is the way
You realize Cadets start in T3 these days, right? That was one of the changes PGI made when they made PSR zero-sum.
#8
Posted 07 November 2020 - 06:54 AM
#10
Posted 21 November 2020 - 02:12 AM
Swamp *** MkII, on 07 November 2020 - 06:54 AM, said:
As a T3 you can be placed with anything from T1 to T5. But you shouldn't see T5 with T1-2 or T1 with T4 in the same match.
#12
Posted 21 November 2020 - 07:59 PM
#13
Posted 11 April 2021 - 01:04 AM
Sorry guys.
#14
Posted 11 April 2021 - 03:53 AM
#15
Posted 19 July 2021 - 07:30 AM
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