#41
Posted 13 December 2025 - 12:29 PM
#42
Posted 13 December 2025 - 02:16 PM
Drenzul, on 13 December 2025 - 07:56 AM, said:
There are assault pilots like this sure, but you forget, many assaults have a MAX engine size of 300 or even with the largest feasible engine do a top speed of 60kph.
60kph is low end of heavy 'Mech speeds. Even the stock 48kph of a Dire Whale is plenty fast enough to keep up with the group, if you use it.
Drenzul, on 13 December 2025 - 07:56 AM, said:
If all the other mechs rush off at 90kph+ and leave them alone to get stabbed in the back, what exactly are they meant to do?
...
When does this happen?
No, seriously. For real. When has an entire Puglandia team all decided to, at the same time, make a gigantic dead sprint at absolute maximum groundspeed from point A to point B at the exact same time?
Never. That's when.
"Rotation" is portrayed as this extremely rapid cycling where a team's lighter elements are all unified by their need to blitz in a circle as fast as they can and leave the heavier elements of their team out to dry. The reality is that rotation happens at speeds that are easily within the bounds of even the slowest normal assault 'Mech. If you're piloting something like this, you're the problem, not the "potatoes".
Drenzul, on 13 December 2025 - 07:56 AM, said:
A lighter 'Mech's "role" is not to serve as a disposable piece of ablative cover to pad your own impossible Fafnir-sized ego. A lighter 'Mech's role is to help win the game. Some 'Mechs do work as a screening element, but posts like this legitimately piss me off because it's nothing but assault jocks assuming they are the only actual thing that matter in the whole game. Get over yourself. If I'm piloting an Osiris, a Fire Moth, or some other fast striker that's meant to assail and harass the enemy at speed rather than wedge itself up a Stone Rhino's cheeks and act as nothing but an AMS system against light 'Mechs, I'm going to do that job. Find someone else to play the part of your toilet paper.
Drenzul, on 13 December 2025 - 07:56 AM, said:
How is that good?
Alternative take: sometimes a team that fails to realize it's in a bad position and stubbornly clings to bad ground because the assaults keep screaming "DON'T ROTATE, DON'T NASCAR!" gets ground to dust and destroyed.
Sometimes staying put is the answer. Sometimes moving is the answer. Stop building 'Mechs that cannot move. Every single 'Mech in the game can hit a bare minimum of 48kph, and 48kph is all you need to keep up with the pack if you move before you need to instead of waiting until you're already in a dire emergency to try and escape the trap you KNOW is coming.
Drenzul, on 13 December 2025 - 07:56 AM, said:
Don't stop moving. You know you can't go fast, so be the Turtle in the story of the Turtle and the Hare. Don't. Stop. Moving. Move more rather than trying to move fast. Most fast critters stop and start, darting in and around cover, and do not just beeline towards wherever they're going at maximum stupid. If you want to be a Good Assault Pilot, you need to be able to plan ahead. Every step purposeful, every motion maximized. Know where the fight's going to go and be there before it begins. If you can't handle that? Get out of the assault 'Mech. Heavy 'Mechs exist.
Drenzul, on 13 December 2025 - 07:56 AM, said:
Every 'Mech in MWO can hit a minimum of 48kph. Only the Annihilator and the UrbanMech are slower by default, and both of those can easily be made to hit that 48kph mark. Your 3/5 movement profile is all you need. Quit whining because other people don't treat themselves as disposable ablative shields to pad your ego.
Drenzul, on 13 December 2025 - 07:56 AM, said:
Die. Swiftly and ignobly. Because they decided to make the risky play of being a fat thing that cannot defend itself hanging out a million miles away from their group. If you offer yourself to enemy strikers and pursuit 'Mechs on a silver platter, you get no complaints when they partake of the meal. Make better MechLab decisions, or accept the consequences of running a risky build.
Drenzul, on 13 December 2025 - 07:56 AM, said:
"Tactics" has never meant sitting in one place behind one rock for fourteen of your fifteen minutes hoping the enemy waddles out in front of your guns before turning around and shutting down. Aggress the enemy, or suffer the consequences of them aggressing you. It is literally in the name of your class: "ASSAULT" 'Mech. Assault the enemy. Your 'role' is to smash the enemy to flinders, not park in a ditch and hope the fight's already won by the time you start feeling like farming damage.
Drenzul, on 13 December 2025 - 07:56 AM, said:
And if you refuse to engage because you don't like the fight that got picked, you get no complaints when the enemy rolls through into you after destroying the team. Fight the battle in front of you, or get rolled for stubbornly refusing to fight until you get the fight you "want"instead.
Drenzul, on 13 December 2025 - 07:56 AM, said:
No it isn't. Every 'Mech in the game can keep up with generic Quickplay movement. The small handful of times this isn't true, such as an assault lance being hung out to dry on a bad Tourmaline spawn, everybody knows about and works to counter as best they can. The fact that you do not choose to move properly in your overgunned, under-engined abomination is your failure, not mine.
Drenzul, on 13 December 2025 - 07:56 AM, said:
Then why does every single word you write here reek of absolute selfishness? You just automatically assume that any loss you suffer has to be everybody else's fault. That if only the team would just stick to you and die like the miserable little piles of refuse they are to soak up enemy fire that might otherwise ding your Glorious Imperial Paint, your overwhelming ASSAULT SKILZ would've Death Star'd the enemy team and scored everybody the win? You seem entirely unwilling to accept that not every smaller 'Mech is a dedicated screen for your overarmed, under-engined monstrosity, and that you bear just as much responsibility for not being ready to stick with the team when you know Potato Rotation happens frequently as the rotators do.
Assault 'Mechs are not the reason the game exists. They are one element on the team amongst many. They have their place and their purpose, just like everything else does, and you don't get to demand other people warp their play to conform to the purpose you want them to have any more than I get to tell every single assault 'Mech player to stop doing what they're doing because their insistence on playing terrible, over-specialized builds is getting the rest of us killed.
Drenzul, on 13 December 2025 - 07:56 AM, said:
The fact that you cannot bring yourself to assault the enemy doesn't mean assaulting the enemy isn't the point of the game. Stop acting like the other twenty-three players in the match are there to pad your ego and your kill count and that anything they do other than obligingly feeding themselves to your guns is somehow wrong.
I swear, the modern Puglandian Assault Driver is basically a Call of Duty camper from fifteen years ago, except they've somehow gotten it into their head that sitting behind a rock and waiting for someone else to bumbleclod into their sights is the absolute zenith of military strategy.
If you're not actively aggressing the enemy, you're losing. Nobody in Puglandia has the coordination to set up a hold in advantageous ground. If you are not actively in the process of either clicking on enemy robits or working yourself into a position to click on enemy robits, you are losing the game and should stop it.
#43
Posted 14 December 2025 - 02:57 AM
1453 R, on 13 December 2025 - 02:16 PM, said:
Ah yes I forgot in your world, Assaults have magical teleportation powers.
I've been in many games where the entire team has Nascar'ed round the edge of the map of max speed, leaving the assaults behind.
1453 R, on 13 December 2025 - 02:16 PM, said:
No, seriously. For real. When has an entire Puglandia team all decided to, at the same time, make a gigantic dead sprint at absolute maximum groundspeed from point A to point B at the exact same time?
Never. That's when.
I've had this happen in multiple games. I'm guessing you are rushing ahead so didn't notice.
1453 R, on 13 December 2025 - 02:16 PM, said:
What sort of fantasy world do you live in?
No-one would be moaning if the team was rotating at a speed the assaults could actually keep up with! The issue is when all the lights/mids rush round the edge of the map, normally hiding in the low ground, doing basically nothing until half their team has already been stabbed in the back.
1453 R, on 13 December 2025 - 02:16 PM, said:
No-one claimed it was. You are just talking complete BS now.
Part of the faster mech's job however is to protect their team-mates. That includes the slower assaults that can't deal with very fast lights. If all the fast mechs just run round the edge of the map at max speed they aren't helping their team.
1453 R, on 13 December 2025 - 02:16 PM, said:
Sometimes staying put is the answer. Sometimes moving is the answer. Stop building 'Mechs that cannot move. Every single 'Mech in the game can hit a bare minimum of 48kph, and 48kph is all you need to keep up with the pack if you move before you need to instead of waiting until you're already in a dire emergency to try and escape the trap you KNOW is coming.
The number of games I've had where the lights all rush round the edge and abandon the slower mechs is silly. On several maps there is extremely good terrain that you basically need to take with longer ranged assaults. A 48 kph mech can not do much when they get ganked by 150kph mechs. There is no way to escape. You are just showing you have no idea how to play.
1453 R, on 13 December 2025 - 02:16 PM, said:
Thats just dumb. Sometimes you want to take and hold the advantageous terrain. Clearly you are one of the 'hold W for the win' crowd. Given you are tier 4 and I'm tier 1, you really don't have ANY ground to lecture on how to be a good pilot.
1453 R, on 13 December 2025 - 02:16 PM, said:
Die. Swiftly and ignobly. Because they decided to make the risky play of being a fat thing that cannot defend itself hanging out a million miles away from their group. If you offer yourself to enemy strikers and pursuit 'Mechs on a silver platter, you get no complaints when they partake of the meal. Make better MechLab decisions, or accept the consequences of running a risky build.
So basically you are saying no-one is allowed to play an assault or sniper because YOU don't like them....
Great reasoning there.
1453 R, on 13 December 2025 - 02:16 PM, said:
So you are saying the multiple assault mechs that are literally designed to be long ranged shouldn't exist.....
Yep again you saying only YOUR gameplay style is valid....
Holding advantageous terrain that provides battlefield control for you team is however good tactics.
Sounds like that is something you don't understand.
1453 R, on 13 December 2025 - 02:16 PM, said:
No it isn't. Every 'Mech in the game can keep up with generic Quickplay movement. The small handful of times this isn't true, such as an assault lance being hung out to dry on a bad Tourmaline spawn, everybody knows about and works to counter as best they can. The fact that you do not choose to move properly in your overgunned, under-engined abomination is your failure, not mine.
Not when the team Nascars they can't. That is the issue. They are trying to keep up and just get shot in the back, then they have to face the enemy and reverse at 33kph, often facing multiple light mechs which are pop-tarting. If the team doesn't turn round and help, you've just lost a big chunk of your team's firepower.
1453 R, on 13 December 2025 - 02:16 PM, said:
Assault 'Mechs are not the reason the game exists. They are one element on the team amongst many. They have their place and their purpose, just like everything else does, and you don't get to demand other people warp their play to conform to the purpose you want them to have any more than I get to tell every single assault 'Mech player to stop doing what they're doing because their insistence on playing terrible, over-specialized builds is getting the rest of us killed.
I find that funny from the person claiming only their chosen style of gameplay is valid.
1453 R, on 13 December 2025 - 02:16 PM, said:
I find it funny all you can do is throw insults because you just want to run round the edge of the map and have zero understanding of tactics. All you are doing so far is showing you have zero tactical understanding but think charging the enemy en masse is the height of tactics.
1453 R, on 13 December 2025 - 02:16 PM, said:
If you're not actively aggressing the enemy, you're losing. Nobody in Puglandia has the coordination to set up a hold in advantageous ground. If you are not actively in the process of either clicking on enemy robits or working yourself into a position to click on enemy robits, you are losing the game and should stop it.
Charging head-first into the enemy is not tactics. Throwing insults at anyone who isn't playing a brawler that suits your liking isn't tactics. Fact you think you know it all is even funnier. You clearly have very little understanding of how the game works.
Notice how in competitive gaming multiple heavier long range mechs are used. Apparently you think you know more than the people who win the competitive games. Using all elements of your force to their potential IS tactics. Charging off and leaving the slower/long-ranged mechs to die to enemy flanking forces is not tactics.
And you keep referring 3/5, I hate to break this to you, this isn't TT battletech. Its completely different, the tactics work very differently.
All you've demonstrated is that you know know how to charge headlong into the enemy and think that is the only valid tactic.
Its not. Particularly in the PUG where you have to deal with the force you are given. Now if you are in an organised team and using a rush tactic - sure absolutely it can work and be very effective. When you are in the PUG with heavy snipers or brawlers then leaving them behind to die is not a good tactic. Its that simple.
Screening/scouting is part of a light/mid's job. It always has been. Doing that job helps the team win. Providing heavy fire-support to the team is the heavy/assault's job.
If you can't understand that basic part of tactics, I think this game is probably beyond your capabilities.
#44
Posted 14 December 2025 - 03:20 AM
Void Angel, on 13 December 2025 - 12:29 PM, said:
Yep absolutely. But there are also maps like Emerald Vale where taking the high-ground so the longer ranged mechs can provide covering fire for the rest of the team is the best tactic.
We've all been in games where the team as been decimated by long ranged enemy fire due to not having any long-ranged supporting fire of their own. But those mechs can't function as part of the team without support from lighter mechs. It only takes 1-2 lights in their backs to make them useless or dead effectively nerfing the team.
Or Canyon network where most of the team decides to run round the edge of the map max speed and the assaults are just left behind for light to pick off and the rest of the team just decides to keep rotating.
Those are two of the worse cases I often see where the smaller mechs decide they don't want to play as part of the team and just want to do their own thing.
Many assault mech pilots are just as guilty I entirely agree.
But even when the assault is trying to do the best thing for the team, he needs support. I've had many situations where I'm less than 200m from team-mates and they just don't help dealing with light mechs. They just keep rotating.
#45
Posted 14 December 2025 - 07:51 AM
Have you considered that some games are won not by the ERLL guy in the back "holding advantageous ground", but by the lighter elements that aggressively strike into the enemy and keep them off balance while reducing their ability to form firing lines until weight of fire eventually overcomes?
Yes, top-level comp play favors extremely long range static fights. High-level comp play is an entirely different beast from Quickplay, and good high-level comp guys know it. In Toppy Compy play you have extremely tight coordination between teammates, constant communication, and thousands of hours of combat rehearsals alongside folks with immaculate aim that never miss. In Quickplay you have none of those things.
Again - you can constantly snarf and snarl and kvetch and cry about the fact that other players in the game don't properly treat themselves as disposable ablative armor for your Super Invincible ERLL Sniper Stone Rhino with an XXL15 so it can fit lasers # 15 and 16, or you can accept that Quick Play isn't Comp and start building 'Mechs that don't need an entire dedicated lance of ablative babysitters.
#46
Posted 14 December 2025 - 09:14 AM
Drenzul, on 14 December 2025 - 03:20 AM, said:
Or Canyon network where most of the team decides to run round the edge of the map max speed and the assaults are just left behind for light to pick off and the rest of the team just decides to keep rotating.

loss conditions I typically see are teams s#!tting themselves to death at marked locations once resistance is met, red especially susceptible - assaults especially prone to just sitting there like stunned poultry, blue pushes out more often. Sometimes blue dies horribly on the outside, E5 to D5 to C5 running through the river, but only if Red went left. prob overextending issue
with the skirmish starts, that F4 end tends to be where a lot of the fighting happens and it seems to boil down to whoever keeps the other team from effectively controlling the high ground in that clusterf**k so the people going low don't get murdered? It's Skirmish and I actually see it LESS than Dom/Assault on Canyon, go figure
Edited by a 5 year old with an Uzi, 14 December 2025 - 09:31 AM.
#47
Posted 14 December 2025 - 08:41 PM
Xiphias, on 23 November 2025 - 11:18 PM, said:
Only you can test it out to see if it fast enough for the mechs you want to play. I would say it's worth at least trying it out again.
As for the broader game, population is down so the matchmaker struggles more. Doesn't feel like a ton of community activities going on, but there is still a small active comp scene and maybe some groups that play FP. I would say time to kill is down due to the inevitable hardpoint creep and new weapons leading to bigger alphas and heavier hitting loadouts. Light engines (for IS) made it viable for a lot of mechs to carry more/heavier guns.
On assaults I stack durability and heat quirks, nothing for mobility except turn speed, to deal with ankle biters.
#48
Posted Yesterday, 04:35 AM
1453 R, on 14 December 2025 - 07:51 AM, said:
Nope, not remotely what I've said at all.
Clearly you aren't actually bothering to read my posts at all.
What I said is lights/mids should also be trying to screen/scout.
There is little point disrupting their battleline before your team heavier mechs are in position to engage.
This is exactly the same as the fact the heavier mechs should also be trying to draw fire (and not hiding continually) from the enemy team so the lights do NOT draw as much fire. Heavier mechs should also be trying to supress the enemy so they pull back and can't fire. All mechs have more than one role they need to fulfil to have the best chance of their team winning. I do completely agree that some heavy/assault pilots think doing damage is the only thing they need to do but they are wrong as well.
1453 R, on 14 December 2025 - 07:51 AM, said:
Yes entirely. I never disagreed with that. That is called skirmishing which I literally said was one of a light/mid mech's roles.
1453 R, on 14 December 2025 - 07:51 AM, said:
Its quite clear you have no idea about comp play. Like most things in this game you seem to think you know it all when you clearly have very little idea. This is a clear example of Dunning-Kruger effect. Most good comp teams use varied strategies and there is rarely more than 2 long ranged mechs per side. When using push-strats there are often none.
1453 R, on 14 December 2025 - 07:51 AM, said:
Again you make it quite clear that you've decided what I said without actually bothering to read my posts at all.
Nowhere did I say anything remotely like that.
If you think lights act as babysitters for the heavier mechs in comp, you are also delusional. Both types protect each other from the biggest threats to them. If all the lights die, you've lost the game because the other team can simply run around capping and win. If anything the lights are often the most valuable mechs in comp play.
But hey, you've clearly decided you know how comp play works better than the teams who actually do comp play at a high level.
You've made it quite clear you have zero intention of actually listening to a work anyone else says and just want to rant about how all the big bad assault mechs are mean to you.
#49
Posted Yesterday, 04:43 AM
a 5 year old with an Uzi, on 14 December 2025 - 09:14 AM, said:

loss conditions I typically see are teams s#!tting themselves to death at marked locations once resistance is met, red especially susceptible - assaults especially prone to just sitting there like stunned poultry, blue pushes out more often. Sometimes blue dies horribly on the outside, E5 to D5 to C5 running through the river, but only if Red went left. prob overextending issue
with the skirmish starts, that F4 end tends to be where a lot of the fighting happens and it seems to boil down to whoever keeps the other team from effectively controlling the high ground in that clusterf**k so the people going low don't get murdered? It's Skirmish and I actually see it LESS than Dom/Assault on Canyon, go figure
Yeah I've seen that happen more than a few times as well, or going down the E5 canyon or the C3 canyon instead.
Often I've had 2-3 lights hitting me in the back when playing a 50kph assault despite following the rest of the team full speed before I've even managed to catch up with the rest of them.
It can be even worse where the spawns are spread out like on mining colony and the team decides to rush the right line, but you have 1-2 assaults deployed in the left spawn. Because of the extra distance involved as well they have zero chance of catching up before the enemy light can be on them.
Those are probably the two biggest mistakes PUGs make, either bottling up and getting surrounded or leaving the slower mechs to die alone.
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