Tsen Shang, on 01 February 2012 - 05:12 PM, said:
I'm curious how many people would play a Charger as a scout. It can be done, it's a viable option!
The Charger is a Melee mech, it really relies on its 80tons for punching and kicking damage, using its high speed and 10 tons of armor to get up close, and knock a foe in the teeth till they fall over. it's meager five small lasers aren't going to be doing anything on their own, other than mess with paint jobs, or hit criticals on already crippled foes. so till they Devs decide to allow melee, they real do cripple some of the mechs from being to excel at what they are built to do.
as for my own rides, For the Commander role, I'll be taking a Battlemaster 1G, depending on what we can do to it will change its spread of weapons, to be honest though, the 1G on its own is a decent command Mech, with speed to keep up with most heavies of the time. 14.5 tons of armor to survive incoming fire, and the weapons to maul lighter mechs. its a damn fine work horse,that lets the command stay in the fight for a long time, keep up with his company, and deal some damage when needed.
Assault Class, this will be a hard one to nail down, a few mechs come to mind for this role, and I really can't pick till they show us all the mechs for the job. though something with decent movement, armor and a nice spread of weapons will be nice, so maybe a Thunderbolt, Grasshoper, Victor or a Wolverine. all these designs have a well balance of everything. giving me the speed, bite and staying power I would want for an assault role mech.
Defender, again this will be hard to know till they let us get a list of all the mechs, but runners up for the position, will be the Zeus, King Crab-0000, Banshee-3S, and to a lesser degree the Marauder and Warhammer. these mechs all center less on actually engaging the foe directly(other than that death toting King Crab). the mechs I have listed fail into two groups, brawlers, or support mechs. the two heavies are direct fire support mechs, meant to stay back and rip holes in their foes from a distance. The Zeus is a brawler/ indirect fire support mech, able to hit targets at all ranges, and even add its LRM 15 to indirect fire.the King Crab and Banshee are straight up brawlers, lacking the speed to move to their targets, they wait for the foe to close to them, where they can bring their death dealing spread of weapons to bare. in an urban enviroment, a King Crab and its twin AC/20's will absolutely clean out medium and light mechs in a single slavo, and cripple heavies, while putting the hurt on assault mechs. the Banshee is a nightmare, as it gets close the more of its weapons it can bring to bare, its twin PPCs vicious, but the AC/10, 4 Medium Lasers, SRM6 and 2 Small Lasers give it just as much bite up close as it does far away.
Scout, if they include the Spider, that will be my mech for this role, as fast as Locust, can out jump the Wasp and Stinger Mechs, and its weapons are mounted in the center torso.meaning till you core this mech out, it will keep shooting. it will be perfect for flanking enemy forces, hitting them, then slipping away.and seeing as it's weapons are energy, it can do this over and over again, till it or it's targets are down and out. it's the best support mech I can think of, they are the mech that opened my eyes up to how dangerous light mechs could be.
























