Posted 16 February 2024 - 02:32 PM
The fact is that most mechs are not better than the other since both sides only get 12 mechs each.
Another is that assault mech pilots panick and have adapted to a playstyle of using their tonnage to create these alpha strike mechs who in faction play end up killing everything in a single shot that every competing play in faction play end up with assault shooting a bunch of heavy ppc, large pulse and everything that has the best damage/tonnage and rely on that even if they die by shooting at the mech they will take the mech with them in their grave since they going to use this to deplete their mech reserves.
The last drop is with light mechs in hope that they are going to have one of the assault fail hit the light mech and overheat die.
I understand that faction play is not common for many players and that they think that light mechs are good since in quickplay they drop light mechs on both sides when one has a light mech. The issue with that logic is that light mechs aren't hunters of light mechs. Even in Battletech lore they used medium mechs designed for this task even further as the elementals were introduced by the clans the inner sphere designed medium mechs who were streak srm boats and some of these could be in the heavy class. The main reason why assault aren't as powerful is that the game takes place in the dark age. It gets even further worse as after the dark age when the word of blake start to introduce urbanmechs with nukes.
If you want to have light mechs inferior you would have to install the old doctrines where you couldn't change the engine size.
It is the only component who couldn't be replaced on a mech,
As example of this you couldn't remove ecm from a raven since it was part of the mech and the same goes for hellspawn and bushwacker since these mechs are created with pre-clan/clan-hybrid experimental tech where the mech was compressed by having no size to fit the equipment. Raven was never a scout mech, the capellans used them for assault and the rest of the galaxy changed their role since it was cheaper to have a single mech with ecm than replace the old mechs. The capellans had no issue with replacing mechs since they were losing them in constant wars and was known for salvaging scrap metal.
When we are going the capellan route you get these frankenstein's monster mechs who are created from leftovers of battlefields. The old doctrine used the 4 mech in each lance laws. who were as we know to make armies inferior. They added mechs like the catapult, mechs who couldn't survive on their own to be the 4th wheel when it only needed 3 mechs for each lance.
In term of gameplay all is about wolfpack. Someone make them move forward and the other shoot them in the rear while the 3rd mech is to stop anyone to enter the battle between the 3 mechs where 2 shoots at 1 mech.
The rest of their team instead makes focus on the 3rd mech and the mech being target by the 2 wolfpack mechs is defeated.
It's up to the player what role they want to make, You can self line up mechs so that the atlas is shooting the 1 mech in the rear.
Faster mechs are able to do this since they are faster. Bigger mechs have to decide if they want to have armor or weapons.
Bigger mechs have less space than they think, if we look at space and weapons many assault do not have space for enough double heatsinks and may overvalue armor. This is how they end up relying on the team to cover that the light mech do not have space for higher amount of weapons that their heat is not increasing as fast or that many assault rely on their guns to win. Light mechs need to teamplay to win. The lonewolf plays with assault where they are playing a different role of taking opportunities. It doesn't make assault invulnerable. They are many times playing like steiner scouts, taking opportunities, hiding, ambushing. Never do we see assault who do not hide in MWO. Those are few numbered players and it is the assault players fault.
The fact is that most mechs are not better than the other since both sides only get 12 mechs each.
Another is that assault mech pilots panick and have adapted to a playstyle of using their tonnage to create these alpha strike mechs who in faction play end up killing everything in a single shot that every competing play in faction play end up with assault shooting a bunch of heavy ppc, large pulse and everything that has the best damage/tonnage and rely on that even if they die by shooting at the mech they will take the mech with them in their grave since they going to use this to deplete their mech reserves.
The last drop is with light mechs in hope that they are going to have one of the assault fail hit the light mech and overheat die.
I understand that faction play is not common for many players and that they think that light mechs are good since in quickplay they drop light mechs on both sides when one has a light mech. The issue with that logic is that light mechs aren't hunters of light mechs. Even in Battletech lore they used medium mechs designed for this task even further as the elementals were introduced by the clans the inner sphere designed medium mechs who were streak srm boats and some of these could be in the heavy class. The main reason why assault aren't as powerful is that the game takes place in the dark age. It gets even further worse as after the dark age when the word of blake start to introduce urbanmechs with nukes.
If you want to have light mechs inferior you would have to install the old doctrines where you couldn't change the engine size.
It is the only component who couldn't be replaced on a mech,
As example of this you couldn't remove ecm from a raven since it was part of the mech and the same goes for hellspawn and bushwacker since these mechs are created with pre-clan/clan-hybrid experimental tech where the mech was compressed by having no size to fit the equipment. Raven was never a scout mech, the capellans used them for assault and the rest of the galaxy changed their role since it was cheaper to have a single mech with ecm than replace the old mechs. The capellans had no issue with replacing mechs since they were losing them in constant wars and was known for salvaging scrap metal.
When we are going the capellan route you get these frankenstein's monster mechs who are created from leftovers of battlefields. The old doctrine used the 4 mech in each lance laws. who were as we know to make armies inferior. They added mechs like the catapult, mechs who couldn't survive on their own to be the 4th wheel when it only needed 3 mechs for each lance.
In term of gameplay all is about wolfpack. Someone make them move forward and the other shoot them in the rear while the 3rd mech is to stop anyone to enter the battle between the 3 mechs where 2 shoots at 1 mech.
The rest of their team instead makes focus on the 3rd mech and the mech being target by the 2 wolfpack mechs is defeated.
It's up to the player what role they want to make, You can self line up mechs so that the atlas is shooting the 1 mech in the rear.
Faster mechs are able to do this since they are faster. Bigger mechs have to decide if they want to have armor or weapons.
Bigger mechs have less space than they think, if we look at space and weapons many assault do not have space for enough double heatsinks and may overvalue armor. This is how they end up relying on the team to cover that the light mech do not have space for higher amount of weapons that their heat is not increasing as fast or that many assault rely on their guns to win. Light mechs need to teamplay to win. The lonewolf plays with assault where they are playing a different role of taking opportunities. It doesn't make assault invulnerable. They are many times playing like steiner scouts, taking opportunities, hiding, ambushing. Never do we see assault who do not hide in MWO. Those are few numbered players and it is the assault players fault.
The fact is that most mechs are not better than the other since both sides only get 12 mechs each.
Another is that assault mech pilots panick and have adapted to a playstyle of using their tonnage to create these alpha strike mechs who in faction play end up killing everything in a single shot that every competing play in faction play end up with assault shooting a bunch of heavy ppc, large pulse and everything that has the best damage/tonnage and rely on that even if they die by shooting at the mech they will take the mech with them in their grave since they going to use this to deplete their mech reserves.
The last drop is with light mechs in hope that they are going to have one of the assault fail hit the light mech and overheat die.
I understand that faction play is not common for many players and that they think that light mechs are good since in quickplay they drop light mechs on both sides when one has a light mech. The issue with that logic is that light mechs aren't hunters of light mechs. Even in Battletech lore they used medium mechs designed for this task even further as the elementals were introduced by the clans the inner sphere designed medium mechs who were streak srm boats and some of these could be in the heavy class. The main reason why assault aren't as powerful is that the game takes place in the dark age. It gets even further worse as after the dark age when the word of blake start to introduce urbanmechs with nukes.
If you want to have light mechs inferior you would have to install the old doctrines where you couldn't change the engine size.
It is the only component who couldn't be replaced on a mech,
As example of this you couldn't remove ecm from a raven since it was part of the mech and the same goes for hellspawn and bushwacker since these mechs are created with pre-clan/clan-hybrid experimental tech where the mech was compressed by having no size to fit the equipment. Raven was never a scout mech, the capellans used them for assault and the rest of the galaxy changed their role since it was cheaper to have a single mech with ecm than replace the old mechs. The capellans had no issue with replacing mechs since they were losing them in constant wars and was known for salvaging scrap metal.
When we are going the capellan route you get these frankenstein's monster mechs who are created from leftovers of battlefields. The old doctrine used the 4 mech in each lance laws. who were as we know to make armies inferior. They added mechs like the catapult, mechs who couldn't survive on their own to be the 4th wheel when it only needed 3 mechs for each lance.
In term of gameplay all is about wolfpack. Someone make them move forward and the other shoot them in the rear while the 3rd mech is to stop anyone to enter the battle between the 3 mechs where 2 shoots at 1 mech.
The rest of their team instead makes focus on the 3rd mech and the mech being target by the 2 wolfpack mechs is defeated.
It's up to the player what role they want to make, You can self line up mechs so that the atlas is shooting the 1 mech in the rear.
Faster mechs are able to do this since they are faster. Bigger mechs have to decide if they want to have armor or weapons.
Bigger mechs have less space than they think, if we look at space and weapons many assault do not have space for enough double heatsinks and may overvalue armor. This is how they end up relying on the team to cover that the light mech do not have space for higher amount of weapons that their heat is not increasing as fast or that many assault rely on their guns to win. Light mechs need to teamplay to win. The lonewolf plays with assault where they are playing a different role of taking opportunities. It doesn't make assault invulnerable. They are many times playing like steiner scouts, taking opportunities, hiding, ambushing. Never do we see assault who do not hide in MWO. Those are few numbered players and it is the assault players fault.