

Do Assaults Push First ?
#21
Posted 25 March 2022 - 01:55 PM
#22
Posted 25 March 2022 - 02:42 PM
#23
Posted 25 March 2022 - 02:44 PM
ThreeStooges, on 25 March 2022 - 02:42 PM, said:
if you must LRM in a 100t assault, do it in an assault that is built for it:
https://mwo.nav-alph...18359c37_STK-3H
https://mwo.nav-alph...4ebb7440_FNR-5E
second one likely better with the hero Fafnir and an LPPC or TAG
#24
Posted 25 March 2022 - 03:22 PM
As a long time assault pilot that almost exclusively solo's in QP I have boiled the answer to this question down to a simple formulae based on one main property: Esprit de Corp.
If at anytime before, during, or after first contact with the enemy anyone on your team Types or Voips any of the following:
1...Follow the assault
2...Guard the assault
3...Protect the assault
4...Stay with the assault
5...Wait for the assault
6...Voips or Types nothing but is never more than 100 meters from your assault.
or some variation of the above..
Then feel free to use your assault as the lead push after communicating your intentions to them because your team seems to have your back and wants to win.
If you don't hear any of those things then you better be prepared to clutch or get ready to get stomped.

To the non assault pilots that take offense at that..you are right ..you don't have to communicate or do any of that at any time!
But look at the bonus you get if you do...

cya on the battlefield
#27
Posted 25 March 2022 - 07:47 PM
pattonesque, on 25 March 2022 - 06:49 PM, said:
A mech with ER larges and LRM20s mauls up close?
Up close is good. That's why you need the Artemis. Under tonnage is bad though. Needs a tweak.
I counter with this fellow. Same idea, but he has the armor to take it and the heat sinks to hang.
https://mwo.nav-alph...324d13_HGN-733P
Edited by ScrapIron Prime, 25 March 2022 - 07:49 PM.
#28
Posted 25 March 2022 - 08:20 PM
Nomad Tech, on 25 March 2022 - 06:04 PM, said:
snv-a
Under tonnage maybe but it absolute mauls up close. No need to sit back in that.
5 tons undertonned is inarguably in "just buy a smaller mech" territory. Literally just put that on a MAD-IIC-B instead of desecrating a SNV like that. You lose a whopping 24 points of total armor to get an improvement in every other metric
Or, if you're too poor to buy a whole new mech that's objectively better for what you're doing, you could at least swap to standard structure and get another heatsink, because the weight saving from endo is a full half ton less than you have left over in your current build.
#29
Posted 25 March 2022 - 09:21 PM
Nomad Tech, on 25 March 2022 - 06:04 PM, said:
snv-a
Under tonnage maybe but it absolute mauls up close. No need to sit back in that.
??
you would get dumpstered in close range by most assaults and even some heavies if you use that build....
thats a ranged build
my snv-a is dangerous in close~med ranges cause it has 4 med wubs but importantly has 4 atm 12s
MyriadDigits, on 25 March 2022 - 08:20 PM, said:
Or, if you're too poor to buy a whole new mech that's objectively better for what you're doing, you could at least swap to standard structure and get another heatsink, because the weight saving from endo is a full half ton less than you have left over in your current build.
yeh super nova is not as good as mad cat mk2 or blood asp imo, as far as 90 ton clanner mech is concerned.
Edited by JudauAshta, 25 March 2022 - 09:22 PM.
#31
Posted 26 March 2022 - 04:50 AM
People need to remember armor sharing doesn't mean tanking the entire enemy team, it does mean being in a position that can lead to split fire instead on focused, and leading a charge on 2-3 with fire support. It's amazing how easy it is to still panic and overwhelm an enemy or 3 if your pumping dmg out over the shoulder of a tank, it's a lot harder if your tank is under weight to an assault
#32
Posted 26 March 2022 - 06:19 AM
#33
Posted 26 March 2022 - 07:13 AM
RickySpanish, on 26 March 2022 - 06:19 AM, said:
These are good reasons. But I think there are two main reasons to consider a push. (1) There is a critical advantage to having the team occupy that territory on the map; or (2) part of the enemy is in a vulnerable/exposed position and ripe for a decisive attack.
As to tactics, you can't pick your teammates or their mechs in qp. Each has different optimum ranges and speed for their loadout and the goal is to have everyone attacking the enemy (maximum firepower) in view of the enemy (dividing return fire while sharing armor). In my view if your mech has reached your optimum range for all its weapons, and is blazing away at a distance close enough to attract return fire, you have travelled as far as you need. Don't walk so close that your weapons are below minimum range.
Assaults first? Not unless they are instantly in their optimum range. Fast movers should go first because they need time to close range. But the main force needs to appear promptly and be the bigger threat before the entire enemy team turns and picks off the lights. The advantage of the lights is forcing strong enemies to ignore the main force.
#34
Posted 27 March 2022 - 12:07 AM
they all melt, at least IS got some durable ones.
#35
Posted 27 March 2022 - 03:51 AM
Suppressive fire cannot be built up effectively due to lack of range or DPS, plus quick problems due to heat buildup, if the enemy has good cover and a better coordinated approach, every push ends up like the infamous attack of the English Light cavalry in the Crimean War against the Russian artillery positions.
For a push you need a more effective firepower than the enemy group, which can also maintain it, because the enemy must be prevented to fire effectively on you when approaching, if only one opponent of 6 on you gehindertw ird, you are dead.
The enemy must either have the worse position, ineffective in coordination and hit efficiency or be greatly outnumbered in group size, so that he can be flanked and surrounded (last stand).
Translated with www.DeepL.com/Translator (free version)
Edited by MW Waldorf Statler, 27 March 2022 - 04:01 AM.
#36
Posted 28 March 2022 - 04:06 AM
#37
Posted 28 March 2022 - 08:15 PM
#38
Posted 28 March 2022 - 08:38 PM
I take that back... This happens regardless of class of mech pushing.

Edited by DaZur, 28 March 2022 - 09:42 PM.
#39
Posted 28 March 2022 - 10:09 PM
Heavy Rush
Medium Push
Light Flush
#40
Posted 28 March 2022 - 10:14 PM
I'm not asking people to blindly charge in with me, but there are many times where a comfy potato squad needs to be pressed into close range and the team just stands back lets them take potshots all game, tearing the brawlers apart at ranges they aren't good at (or possibly capable of). It's honestly kind of infuriating, and it was something I liked about 8v8 (where the game rarely devolved into a cover poking match and people were more ready to push into firing lines to break them).
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