Wich begs the question why anyone would choose the Assault/Defense roles over scout or Commander.
I can see the scout having somewhat of a place next to a commander, but why should i take someone with an assault role in an assault mech into my team when i can have another commander who can call down the wrath of a naval vessels bombardment on my enemys that he found beforehand with a satelity scan?
Both sit in Assault mechs... both have the same amounts of weapons installed in their mechs/same mech level... but one has only passive buffs while the other brings in additional firepower and brings a whole batch of scouting abilities with it.
I mean less heat is all nice and dandy but if i can have 4 dudes calling down naval bombardement i know what i would choose.
So how do you keep things like 12 commanders vs 12 commanders from happening? How do you keep Mechwarrior online from degrading into Artillery warrior online?
After all this isnt like battlefield where you can switch roles on the fly with little to no consequence. If you choose to make your pilot a commander in this game you will be stuck with it it seems. So limiting the number of commanders per game would punish those players for choosing the commander role.
All in all the commander role simply looks way to good on paper compared with the other three roles.
Also im less talking about PuG games and more about organized play where 12 commanders on the field organized via teamspeak might be the best choice really
Also remember that one commander calling an artillery strike might be fine and dandy in the great scheme of things but if 6 commanders at once call for artillery fire and the other 6 wait their turn it pretty much would get ugly and not fun very fast for everyone else.
Dont make the commander role another Firemage




















