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#21 ThreeStooges

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Posted 05 October 2023 - 01:44 PM

I have no problems running lrms on my atlas with its medium range of a mere 900m. I slap on some er-lls I can hit long range at 1800m. The ac 2 is just for lols along with the mlas. If assults knew how to brawl or advance using cover on maps this thread wouldn't be a topic.

#22 Joanna Conners

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Posted 05 October 2023 - 01:58 PM

View Postbilagaana, on 05 October 2023 - 07:10 AM, said:


Forgive the repetition, but....

It's because though not all assault pilots are timid and unskilled, all timid and unskilled players pilot assaults.


That's hilarious. If you think only assaults are timid and refuse to push as a group then you're not paying attention.

View PostKamiko Kross, on 05 October 2023 - 12:06 PM, said:

One of the reasons, that if your assault can take bigger engines-do so.
Most put teeny tiny engines in and pack moar gunz to get dem numborz.
I've found a 65+kph assault survives better than a 48kph one....


48kph is default for a lot of mechs, not people deliberately putting in a small engine.

#23 LordNothing

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Posted 05 October 2023 - 03:24 PM

View Postbilagaana, on 05 October 2023 - 07:10 AM, said:


Forgive the repetition, but....

It's because though not all assault pilots are timid and unskilled, all timid and unskilled players pilot assaults.


assaults look good on paper but a lot of players lack the skill to use them to their fullness. its kind of like playing chess, you need to think 5 moves ahead or you are going to find yourself in a very bad position. you also need to account for your team's actions, because anything that separates you from the group is bad for your survival. you not only need to be ready for nascar, but also be ready to change up if somone goes "ugh, can we go left this time?" and everyone runs to the other side at 80kph and you find yourself at the tail end of the formation rather than in the middle. you need to plan escapes when you engage, you need to keep an eye out for and learn to counter squirrels. its a lot more complicated than it says on the tin.

#24 Joanna Conners

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Posted 05 October 2023 - 03:29 PM

View PostLordNothing, on 05 October 2023 - 03:24 PM, said:


assaults look good on paper but a lot of players lack the skill to use them to their fullness. its kind of like playing chess, you need to think 5 moves ahead or you are going to find yourself in a very bad position. you also need to account for your team's actions, because anything that separates you from the group is bad for your survival. you not only need to be ready for nascar, but also be ready to change up if somone goes "ugh, can we go left this time?" and everyone runs to the other side at 80kph and you find yourself at the tail end of the formation rather than in the middle. you need to plan escapes when you engage, you need to keep an eye out for and learn to counter squirrels. its a lot more complicated than it says on the tin.


Battleships in World of Warships are no different than MWO really. Everyone wants the battleships to tank, but no one stays with them, pushes with them, covers them, protects them from enemy destroyers (lights). Meanwhile the battleship has to consider positioning, everything big picture, keeping all options open for not getting any support even when it's supposedly offered.

Everyone expects the heaviest class to essentially tank all the damage and do all the heavy lifting, exonerating the team from any meaningful contribution.

In other words I completely agree with you. Posted Image

#25 MeanMachinE

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Posted 06 October 2023 - 04:44 AM

Couple of things to consider. Some players:
- don't push past the enemy to give others line of fire to the enemy
- don't group up the team properly before pushing
- don't follow minimap
- have tunnel vision as they push/nascar
- don't twist their torso at all

Maybe better/clearer communication would help? :) But there is only so much you can do. Positioning is also a big part of the problem. Some players position themselves so that they cannot shoot back and help others even if the enemy pokes around the corner.

#26 bilagaana

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Posted 06 October 2023 - 07:35 AM

View PostLordNothing, on 05 October 2023 - 03:24 PM, said:


assaults look good on paper but a lot of players lack the skill to use them to their fullness.


Exactly.

Speaking from experience...To players unfamiliar with the game, the appeal of the assault class is the hope that the extra armor and weaponry will compensate for their inexperience and buy them time in matches to learn the fundamentals. Also, human nature being what it is, improve their performance enough to avoid embarrassment in a competitive environment.

Of course, the reality is that the best choice for most new players is to stay out of the two weight classes at the extremes--lights and assaults--until they know what they're doing. Both of those, especially, require 'a very particular set of skills.'

Edited by bilagaana, 06 October 2023 - 07:43 AM.


#27 LordNothing

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Posted 06 October 2023 - 09:22 AM

agree there. optimal order i think is heavies -> mediums -> lights -> assaults. heavies are forgiving enough to be a good starting place. you need mediums to learn more advanced maneuvering and ease into lights, and you want to see what lights can do so you have a better chance of fighting them off. once you have those fundamentals down then do assaults, probibly starting at 80-85 tons before moving into the quasi-mobile turrets.

#28 Ken Harkin

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Posted 06 October 2023 - 10:09 AM

I agree. Heavies and Mediums are the best to start with. Many who are unfamiliar with the game think taking an assault means they can simply tank damage and keep going without realizing that a lone assault is often going to be immediately ganged up on by 2-3 mechs who will total it before it can do anything significant in return.

Likewise they think their light will either be an uber sniper killing stuff at range with impunity without realizing the actual damage output over a match from a light sniper is often rather unimpressive. Alternatively they think they can race through enemy mechs with impunity without understanding how quickly an aware player with good aim will take off that leg and leave them a target.

The extra armor as you go up in tonnage is nice but it is NOT why you go up in tonnage. You go up in tonnage to increase damage output and use the armor to allow you to deal that damage, not to simply attract fire for the good of your team. At the same time there are times those ERLL Direwolfs need to get off their asses and join the fight where their tonnage on the line will win the day. Laser boating at 1,000 meters is meaningless if your whole team gets shredded and they simply come for you last.





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