

Strategy & Tactics in MWO: Thoughts and Ideas
#1
Posted 04 February 2012 - 12:20 PM
I think it goes without saying that the better coordinated teams will rule the battlefield. The teams that know the maps by heart and know the best defensive points, the choke points, the best flanking points, etc., on every map, will have an advantage--if they can communicate and coordinate their actions. Knowing the map doesn't convey any advantage unless a team can communicate and coordinate their knowledge with actions on that map.
Beyond knowing the map, the best teams will be able to coordinate map knowledge with firepower. My bailiwick is: CONCENTRATE FIREPOWER on the opposing team's weakest link (in an assault situation.) In a defensive situation, a good team will need to establish and maintain a solid defensive field of fire.
To me, the weakest teams / matches will devolve into 1v1 shootouts (x12), "Last Man Standing" style. The best matches will be between two teams who have mastered the map, mastered their communication, and mastered the coordination of firepower.
My ideal match would be to drop into a city firefight with a scout, identify a concentration of defensive positions, and relay to the Commander: "BRING THE RAIN" (followed by an assault lance to clean up.)
Thoughts? Ideas?
=H=
#2
Posted 04 February 2012 - 12:23 PM
#3
Posted 04 February 2012 - 12:27 PM
Hellen Wheels, on 04 February 2012 - 12:20 PM, said:
I think it goes without saying that the better coordinated teams will rule the battlefield. The teams that know the maps by heart and know the best defensive points, the choke points, the best flanking points, etc., on every map, will have an advantage--if they can communicate and coordinate their actions. Knowing the map doesn't convey any advantage unless a team can communicate and coordinate their knowledge with actions on that map.
Beyond knowing the map, the best teams will be able to coordinate map knowledge with firepower. My bailiwick is: CONCENTRATE FIREPOWER on the opposing team's weakest link (in an assault situation.) In a defensive situation, a good team will need to establish and maintain a solid defensive field of fire.
To me, the weakest teams / matches will devolve into 1v1 shootouts (x12), "Last Man Standing" style. The best matches will be between two teams who have mastered the map, mastered their communication, and mastered the coordination of firepower.
My ideal match would be to drop into a city firefight with a scout, identify a concentration of defensive positions, and relay to the Commander: "BRING THE RAIN" (followed by an assault lance to clean up.)
Thoughts? Ideas?
=H=
Ok really...
Combined tactics are as of yet unknown, I would hope, that its a step up from MW4 & MW:LL
Or all these corps that are forming up will be useless
But as the game gets financial successful for piranha, I am sure we will see more, and more abilities, skills, and more elaborate story-line creations....
#4
Posted 04 February 2012 - 12:31 PM
That would be an ideal setup based on the roles. Scout empowers the Commander and the Commander utilizes Scout to deal massive damage. Kill the Scout and the Commander goes blind and will have to rely on information from the Attackers. The Attackers will move based on info from the Scout and could end up getting shot by artillery if they charge in blind.
In urban conditions, I'm guessing a Scout with jumpjets (or a medium) can dash and jump around corners and buildings to get some rear shots at bigger mechs or they can get blindsided in a bad spot by a powered down heavy waiting to ambush.
A group with good teamwork will want to all have LRMS for coordinated IDF and long range bombardment if they have an excellent Scout.
Those are just a few of the things that could happen based on my imagination.

#5
Posted 04 February 2012 - 12:38 PM
I'm kinda hoping that keeping mobile and flexible is going to be the best way to build up the most experience and goodies.
I also think there are going to be a good many assault and heavy groups out there that may rely on their superior firepower.
But, so long as the tactics reflect those needed in tabletop BT then well rounded forces shoukd precail...
Just my two pence ;-)
#6
Posted 04 February 2012 - 12:38 PM
#7
Posted 04 February 2012 - 12:39 PM
Tactically this should negate out some of the "I dont know this map" problems, by utilizing a recon lance to scout ahead locate and report back what they see, this should allow for some flexibility on the map, as well as making maximum use of the scouts abilities and roles, with mediums bringing up the second line to add a harrying tactic to the heavier assault and heavy chassis, add in the long range support it should provide enough damage that by the time they reach either the command lance or the objective they should be damaged enough that our front line mechs can take them out with reletively few hits.
Obviously this will take alot of practice and alot of work to actually get down to the point where we can pull it off, but thats what the game is about team work and having fun

#8
Posted 04 February 2012 - 12:40 PM
We could of course speculate, say if your objective is to prevent enemy forces from crossing a choke-point, lining it with heavy and assault class mechs would be a good standoff point. But if you don't know the players involved... a scout backed by some catapults could really drop some hurt onto that defensive line. So do you set them wide and risk a break-through? Or do you hold em close and hope the enemy isn't smart enough to soften you up before the charge?
I think one of the things role warfare will allow for in this game (Finally) is a breakdown of 'perfect' strategies and tactics. I don't think we'll see so many "Do this to win" capabilities. Sure, for some maps and some objectives there might be, however what works in one situation, won't work in all situations. So you might find one that seems to work well...until it doesn't.
And of course, there's always the old saying in warfare: No plan survives contact with the enemy.
#9
Posted 04 February 2012 - 12:46 PM

A fully-formed Merc Corp unit/lance/company would definitely have an advantage over an unprepared PUG. This includes a Merc Corp unit that doesn't have enough of its own members, and must rely on PUG members to fill the ranks (who may not know the Merc Corp unit's team tactics).
I still plan on starting the game as a Lone Wolf player....we shall have to see how it all turns out.
#10
Posted 04 February 2012 - 12:53 PM
#11
Posted 04 February 2012 - 01:00 PM
Personally, I'm a fan of a recon lance, a medium/heavy lance and a command/heavy lance operating in concert.
The recon lance (alpha), consisting of fast mechs with kit for mutual support, ie one or two with AOE EW capability and possibly a faster (than normal) medium mech for an extra punch if they get into a hairy situation. Those recon mechs are set up to call for fire support from the command/heavy lance while a medium/heavy lance acts as the main engagement element.
The medium/heavy lance (beta) can be either or; even a mix of the two with three heavies and a medium for back-shot protection or three mediums and a heavy for extra firepower.
Finally, the command lance (gamma) would be a heavy-end heavy lance designed primarily for ranged combat with an assault-class or two to act as a reserve and be the final push if the beta lance runs into something it can't handle or if some extra firepower is needed to break through a final defensive position.
#12
Posted 04 February 2012 - 01:00 PM
Of course, there is the occassion when a PUG actually communicates and can be nearly as effective as a well-built team, but these instances are not the norm. PUGs typically will do well only when faced in matches by other PUGs. And again, not saying this as a sweeping all-encompassing statement, but a generic observation made over long-time play in assorted PUG situations, but typically PUGs do poorly thanks to a lack of communication or understanding of that communication. I'm sure most of us have played in games where players failed to communicate something important (enemy slipping around behind our position) or on the flip side, communicate so much that you're spending more time trying to sort out which communications are important to you then you are holding down your particular objective.
#13
Posted 04 February 2012 - 01:02 PM
#14
Posted 04 February 2012 - 01:10 PM
squad option 2: 1-2 fast mechs with NARCs and strike/IDF options, and 10-11 large command mechs with as many strike/IDF bombing options as possible, as many LRMs as possible, and as much speed and as little armor as possible on a large mech to stay out of the action, and a couple of the large mechs equiped with UAV/sat specs to help direct all the fire when the lighter command "scouts" dont produce. maybe 1-2 80 ton ppc/gauss monsters to clean up, if they can wait and not get themselves killed before things are favorable.
Edited by statler, 04 February 2012 - 01:24 PM.
#15
Posted 04 February 2012 - 01:21 PM
Also, we're looking at 3 lances per team, so possible roles are more widely spread. 1 or 2 scouts, 1-2 commanders, and then a map/mission dictated assortment of assualters/defenders. Urban enviroments will be fairly common from what I've read, so just hoping to fill your lance with LRM 'mechs might not be the brightest ideas.
#16
Posted 04 February 2012 - 01:57 PM
TOP: Commander + XO (XO is a Defender / Alternate CO)
Lance 1:
Scout
Assault
Assault
Lance 2:
Assault
Defense / Assault(Rover)
Defense / Assault (Rover)
Assault
Lance 3:
Scout
Assault
Assault
#17
Posted 04 February 2012 - 01:59 PM
Ranek Blackstone, on 04 February 2012 - 01:21 PM, said:
This I think could be one of the most significant things for this discussion. That and whether or not there will be respawn.
I am looking forward to objective based gameplay, because then the possibilities will hopefully be endless. I for one would love to bring two lances of fast moving firepower and a lance of Assault and then coordinate a pin and swing maneuver to cap objectives while the enemy forces are pinned in place.
Edited by Win44, 04 February 2012 - 01:59 PM.
#18
Posted 04 February 2012 - 02:17 PM
Win44, on 04 February 2012 - 01:59 PM, said:
This I think could be one of the most significant things for this discussion. That and whether or not there will be respawn.
I am looking forward to objective based gameplay, because then the possibilities will hopefully be endless. I for one would love to bring two lances of fast moving firepower and a lance of Assault and then coordinate a pin and swing maneuver to cap objectives while the enemy forces are pinned in place.
I agree whole heartedly, we may have only six maps, but with variable map objectives, the possibilities are indeed endless.
Looking forward to it.
=H=
#19
Posted 04 February 2012 - 03:18 PM
Seriously......?
it's never been in any of the MW's, all the way back to Crescent Hawks; You die, you get to start all over again.
I wouldn't play if there was a respawn, that's Robotech/Gsuit/Disney Snyt
#20
Posted 04 February 2012 - 04:58 PM
Opus, on 04 February 2012 - 03:18 PM, said:
Seriously......?
it's never been in any of the MW's, .....
Respawned all the time in NetMech.
Some matches lasted from nightfall onworld to watching the sun rise.
That would be something environmental I'd like to see in MWO....
when battles last so long, the moons come out.
=H=
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