Rainbow fireworks and riding unicorns on Neptune (Your Mech, Your Role and You)
#1
Posted 01 February 2012 - 12:43 PM
For the purpose of the discussion, assume the following things:
1) Any mech from 3025 or before will be available (Who knows!)
2) Roles will have only a moderate effect on time spent during gameplay (piloting and fighting are important)
3) Teams will be made beforehand (Top quality discussion, Pick Up Groups (PUGs) are uncontrollable)
The roles I'll play will be either Assault (which I want to play) or Command (which I feel will need to be played). If I end up being an Assault I'll only play mechs at 5/8 or higher, since in my opinion, slower mechs have a hard time assaulting something they can't catch, and with RW (role warfare) slower mechs are better suited to be defenders. I'd like to play either a Dragon or a Flashman. Those two fit me perfectly. If I end up being Command I'd like to play either a Cyclops (COOOOOOL and appropriate!) or an Archer (Jaime anyone?)
Which mechs would you pick for which roles? Don't just list em, I want your reasoning! Tell me why I should take a Jenner as a Command mech!
#2
Posted 01 February 2012 - 02:54 PM
#3
Posted 01 February 2012 - 03:02 PM
Ok, so.. let me see if i can recall what I was going to say..
Well, as a scout, I dont know what mechs will be available but I hope for the Panther or Wolfhound as they look good! I will have to chagne them to fit my approach to scouting. No speed less then 105 KPH and I would like to ditch the lasers in favor of Shorter heavier hitter weapons like an LBX AC 10 or an AC 10 with a handful of supporting Med lasers. This way I can scout and if I happen to get cornered, I can push or fight back to get away or put down the threat. That or I can switch to an 'assault' mode and hunt down other scouts or join the front lines and act as additional DPS when it was needed.
So really I intend to adjust the mechs to fit a scout roll with enough flex to be mild assault function when push comes to shove in a match..
other wise as my main assault mech I want to use a Centurion with some small mods for a bit more speed and armor.
#4
Posted 01 February 2012 - 03:17 PM
#5
Posted 01 February 2012 - 03:53 PM
Nik Van Rhijn, on 01 February 2012 - 03:17 PM, said:
I have been toying around with MW4, I know t wont be totally purchasable but its possible. usually Spread or armor thinner, but still possible : \
#6
Posted 01 February 2012 - 03:55 PM
Omigir, on 01 February 2012 - 03:02 PM, said:
Hooray!
Omigir, on 01 February 2012 - 03:02 PM, said:
I have absolutely no intentions of playing a scout mech, so I want to ask...how important to you is speed over jumping in a scout mech? I guess there are a few different builds to use with it, but what do you think about heat sensors and jump jets for mobility vs flat land speed and using the ground deployed sensors they mentioned before?
#7
Posted 01 February 2012 - 04:01 PM
#10
Posted 01 February 2012 - 04:05 PM
Tsen Shang, on 01 February 2012 - 03:55 PM, said:
Humor aside, I really liked this post. The answer is simple: speed is best on flat maps. Jump jets are best in urban/hilly maps. (for a scout)
#11
Posted 01 February 2012 - 04:07 PM
Tsen Shang, on 01 February 2012 - 03:55 PM, said:
Hooray!
I have absolutely no intentions of playing a scout mech, so I want to ask...how important to you is speed over jumping in a scout mech? I guess there are a few different builds to use with it, but what do you think about heat sensors and jump jets for mobility vs flat land speed and using the ground deployed sensors they mentioned before?
: | Uhmm.. let me think... : )
For a scout mech, speed is an absolute must. Speed is life. Jump jets are not necessary if there are places you can run for vantage point, I E a hill or something. In a city or a place that has hard to get to vantage points, JJ's become more important and I would give up fire power to fit them. JJ's also have more use in in a city but out in an rural involvement using JJ's to maneuver to get away would just slow you down.
Deployable sensor equipment would make things more interesting I think.. but it depends on how they work too.. Would you have to unlock those kidns of prefreiall, buy a launcher and ammo? Or would they work like moduals? Its really kinda up in the air on how they do some things.
On the flip side of that.. a good scout does not need a whole lot either I think a good scout can do just a good of without any kind of additional items to aid them, meaning I see them, I communicate what I see with my team, and they work off of the details I give them. You are good at talking and relaying verbal information. Additional modules and things that help are just to help make the job easy.
as a scout this is what I see. I could be wrong.
Edit: I am counting on some form of mechlab. (Otherwise how do you have a Hunchback with an AC 20 and JJ's. )
Edited by Omigir, 01 February 2012 - 04:08 PM.
#12
Posted 01 February 2012 - 04:16 PM
Omigir, on 01 February 2012 - 04:07 PM, said:
MW without being able to change your mech's loadout would be.... lame.
Worst case is a MW4 limited load-out scenario imo.
#13
Posted 01 February 2012 - 04:24 PM
As for me I'll be either holding the line in some areas, pushing the attacks in others, or stealthily scouting the enemy to get my lance info all in one machine. The Atlas. Steiner FTW!
#14
Posted 01 February 2012 - 05:02 PM
I will for preference be playing in a heavy in the 70 - 75 ton range. If they let me have my Marauder i will be stoked, if not I will have to see what's available.
Same thing when the Clans come in however it will be as a Nova or Binary commander rather than a company commander.
Semyon
#15
Posted 01 February 2012 - 05:12 PM
Omigir, on 01 February 2012 - 04:07 PM, said:
as a scout this is what I see. I could be wrong.
I'm curious how many people would play a Charger as a scout. It can be done, it's a viable option!
I agree with needing mechlab, even it's just for minor stuff. I like putting both rear-facing medium lasers in the arms in my Archer. Commanding from far away, can keep up with the lance, provide supporting fire, and if something gets close it actually has a bit of a punch. If something gets behind me, either I'm a terrible commander or there's something important enough to not turn around for.
#16
Posted 01 February 2012 - 05:31 PM
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!
I agree with needing mechlab, even it's just for minor stuff. I like putting both rear-facing medium lasers in the arms in my Archer. Commanding from far away, can keep up with the lance, provide supporting fire, and if something gets close it actually has a bit of a punch. If something gets behind me, either I'm a terrible commander or there's something important enough to not turn around for.
|: ( hey.. aren't you supposed to be doing a live podcast right now!
But yeah, a 35 - 45 ton mech are best for 'charger' and it is very true that Clan mechs made them potent.
The first and last time I played MW4 with the NGNG guys, I took my light and got in behind enemy lines and come up behind them. Sure I didnt do allot as a single mech, but with a second mech moving as fast as I was and talking to me I am very sure we could have cut off one or two LRM heavies and taken them down that way.
What was I talking about again?
Oh yeah, its a strategy that works, its just hard to put a mech together to do it. And yeah, that Archer would **** me off as that is the sweet spot on a mech its size.. behind it. Its where I like to be, Pounding down the back door and forcing my way in to your core.. wait what?
#17
Posted 01 February 2012 - 05:34 PM
#18
Posted 01 February 2012 - 05:49 PM
any way im hoping to play as the Dropship Driver.
But if that dosnt work out i think ill first try the scout, maybe the Raven I want the best ECM ECCM and any electronics I can get And I would give up weapons systems to get them.
as for jj verse speed i would go with what the map has to offer, jj in citys, or unclimbable hills otherwise. speed for flat land or rolling hills.
I think the BT3025 Raven had long range missiles , that was a good loadout for a scout i think.
McKools Cattle Raiders now offering by popular demand a "before Drop" Coffee Espresso and Latte Bar.
Remember Finn as your designated driver, always there for you, always sober.
and dont forget Free steak Dinner for those who make the ride home.
P.S. emptie coffee cans are available to take with on those extra long missions.
McKools will not be held responsible for burns acquired from spilled coffee during missions, Finn recommends you up grade your mech with anti-spill cupholders, Any accidents from bladder overfill or sudden release is the express responsibility of mech pilot.
Remember its a cruel universe out there.
#19
Posted 01 February 2012 - 05:54 PM
stereo Typical Mechwarrior types , we all want to be in charge..
Dont forget the player controllable Dropships, Im counting on ya.
#20
Posted 01 February 2012 - 06:06 PM
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