

Tips: Maneuvering or Battle Tactics
Started by Granitlegs, Sep 12 2012 08:26 PM
9 replies to this topic
#1
Posted 12 September 2012 - 08:26 PM
Up till recently I've only been a FPS gamer but MW appears to be completely different. Battlemechs at highspeeds seems to leave little room for quick maneuvering around the field, not like a foot soldier in other games. Any suggestions to a hopeful player about favorite attack strategies you like to employ?
#2
Posted 12 September 2012 - 09:30 PM
Ask in beta forums.
This strategy will give you these benefits: not getting banned for breaking NDA and actually helpful response.
This strategy will give you these benefits: not getting banned for breaking NDA and actually helpful response.

#3
Posted 13 September 2012 - 08:28 AM
In previous MW games, I always liked the builds that I could snipe at a distance. Then when i close in, have a short range heavy hitter. PPC's mixed with pulse lasers for up close. Loved the Awsome! Plus no ammo for staying power over hard hitting AC's.
Edited by Herlock999, 13 September 2012 - 08:29 AM.
#4
Posted 13 September 2012 - 09:17 AM
Read up on Armoured doctrine focusing on the tactical rather than operational or strategic levels.
Minor tactics of the Tank Platoon/Troop is what you want.
RAM
ELH
Minor tactics of the Tank Platoon/Troop is what you want.
RAM
ELH
#5
Posted 13 September 2012 - 11:17 PM
I haven't played any beta though, just want to know how to pilot a mech in general. You're all very helpful!
#6
Posted 13 September 2012 - 11:36 PM
It's also worth noting that, unlike most FPSs, your 'Mech has its "hitpoints" (armour and internal structure) divided into locations rather than in one single stack. Being able to consistently hit the same location (and, by extension, being able to spread your opponent's damage around your 'Mech) are both vital skills. Torso twisting to present different areas of your 'Mech to the opponent and careful use of cover are both means of achieving the second, while knowledge of when and at what range to shoot your weapons contributes to the first.
#7
Posted 13 September 2012 - 11:55 PM
From my expirence, mechs fall into 4 main catagories.
1. Scouts
2. Soldiers
3. Shock Troops
4. Support
Scouts need to be fast, most lights can handle this, but some meds can also manage it.
Their job is to move around the battle, only engaging when an opening shows itself.
You get in, do some damage, and get out before they can shoot back.
Soldiers are your normal combatants. They have a decent mix of armor, speed and weapons.
The heavier Mediums and the lighter heavies fill this role well.
They work best in small groups, rotating back and forth with the rest of the group to spread out damage, while maintaining a good output.
Shock Troops are the slow, but heavily armed and armoured units.
Most assaults fill this role without any troubles.
Their role is to wade into combat and deal a withering amount of damage. They are great at breaking standoffs.
Support roles assist with long range fire. This may be either direct or indirect.
Most heavies or assaults can do this with out troubles.
These mechs need to be mobile enough to move with the battle, and avoid being harrassed by scouts, while packing enough long range firepower to soften up the enemy battle lines for your forces.
In a nutshell that's how I view mech combat. Each role has it's tricks and stratagies, and some mechs can fill more then one role, but that's a high level way I see mech combat.
Cheers,
~Jaffer
1. Scouts
2. Soldiers
3. Shock Troops
4. Support
Scouts need to be fast, most lights can handle this, but some meds can also manage it.
Their job is to move around the battle, only engaging when an opening shows itself.
You get in, do some damage, and get out before they can shoot back.
Soldiers are your normal combatants. They have a decent mix of armor, speed and weapons.
The heavier Mediums and the lighter heavies fill this role well.
They work best in small groups, rotating back and forth with the rest of the group to spread out damage, while maintaining a good output.
Shock Troops are the slow, but heavily armed and armoured units.
Most assaults fill this role without any troubles.
Their role is to wade into combat and deal a withering amount of damage. They are great at breaking standoffs.
Support roles assist with long range fire. This may be either direct or indirect.
Most heavies or assaults can do this with out troubles.
These mechs need to be mobile enough to move with the battle, and avoid being harrassed by scouts, while packing enough long range firepower to soften up the enemy battle lines for your forces.
In a nutshell that's how I view mech combat. Each role has it's tricks and stratagies, and some mechs can fill more then one role, but that's a high level way I see mech combat.
Cheers,
~Jaffer
#8
Posted 14 September 2012 - 09:13 AM
Multitallented, on 11 September 2012 - 09:40 PM, said:
Scout http://www.sarna.net...attleMech_role)
As a scout your goal is to not let your team get flanked, keep targets locked for missile boats, and prevent base caps. Do not get confused with the Striker role. You should not get close to enemies, but rather fight from +300m away if possible. Stealth is also very handy. Your typical game should seem like you jump between fights a lot as opposed to single out a target. If your team seems to have things under control in your area, then you need to scout someplace else.
Striker http://www.sarna.net...attleMech_role)
This is a very difficult role, but also the most rewarding. If you trip, or overheat once you're dead (usually), but if not then you might just snag every kill in the game. This role works best if you have another striker or 2 running with you. Your mech should run hot in order to max damage in the 2-3 alphas you're going to fire before you duck for cover. It's ok to expose yourself briefly to get a kill.
Skirmisher http://www.sarna.net/wiki/Skirmisher
The idea with a skirmisher is that you can always get out of bad situations. Take advantage or your speed which will allow you to make risky moves and get away with them. If you do this right, you will draw a lot of aggro, which you can use for some nice bait and switch tactics.
Bodyguard (TT Brawler) http://www.sarna.net/wiki/Brawler
The idea with the bodyguards is to defend the main force from snipers and exposed missile boats. They can also go out of their way to attack strikers if they venture too close. The idea is to not let your assaults die, even if it means letting someone faster get the kill you were chasing.
Brawler (TT Juggernaut) http://www.sarna.net...attleMech_role)
While fairly simple, you shouldn't just move straight towards the enemy. Take advantage of cover and slow down to group up with your team. The rest of your role is dependent on the intel your scouts can bring in. It's not your fault if you lose to a base cap that your scouts failed to see coming so don't hang back.
Sniper http://www.sarna.net...attleMech_role)
The best sniper position is something that has a view area around your main force while being away from the action. It's best to be away from the fight, but close enough to get help in case a striker finds you.
Missile Boat http://www.sarna.net/wiki/Missile_boat
Unless you have great scouts doing their job, you should be with the main body of the group trailing close behind. The whole idea with this is that you can fire indirectly. If you aren't utilizing cover and moving around then you should be a sniper, not a missile boat.
As a scout your goal is to not let your team get flanked, keep targets locked for missile boats, and prevent base caps. Do not get confused with the Striker role. You should not get close to enemies, but rather fight from +300m away if possible. Stealth is also very handy. Your typical game should seem like you jump between fights a lot as opposed to single out a target. If your team seems to have things under control in your area, then you need to scout someplace else.
Striker http://www.sarna.net...attleMech_role)
This is a very difficult role, but also the most rewarding. If you trip, or overheat once you're dead (usually), but if not then you might just snag every kill in the game. This role works best if you have another striker or 2 running with you. Your mech should run hot in order to max damage in the 2-3 alphas you're going to fire before you duck for cover. It's ok to expose yourself briefly to get a kill.
Skirmisher http://www.sarna.net/wiki/Skirmisher
The idea with a skirmisher is that you can always get out of bad situations. Take advantage or your speed which will allow you to make risky moves and get away with them. If you do this right, you will draw a lot of aggro, which you can use for some nice bait and switch tactics.
Bodyguard (TT Brawler) http://www.sarna.net/wiki/Brawler
The idea with the bodyguards is to defend the main force from snipers and exposed missile boats. They can also go out of their way to attack strikers if they venture too close. The idea is to not let your assaults die, even if it means letting someone faster get the kill you were chasing.
Brawler (TT Juggernaut) http://www.sarna.net...attleMech_role)
While fairly simple, you shouldn't just move straight towards the enemy. Take advantage of cover and slow down to group up with your team. The rest of your role is dependent on the intel your scouts can bring in. It's not your fault if you lose to a base cap that your scouts failed to see coming so don't hang back.
Sniper http://www.sarna.net...attleMech_role)
The best sniper position is something that has a view area around your main force while being away from the action. It's best to be away from the fight, but close enough to get help in case a striker finds you.
Missile Boat http://www.sarna.net/wiki/Missile_boat
Unless you have great scouts doing their job, you should be with the main body of the group trailing close behind. The whole idea with this is that you can fire indirectly. If you aren't utilizing cover and moving around then you should be a sniper, not a missile boat.
Sicarus, on 13 September 2012 - 01:43 PM, said:
Considering 'Brawler' has become fairly synonymous with Atlases in this game, I think that the titles may just be throwing people off. If you switched Juggernaut for Brawler, and replaced Brawler with a name like 'Bodyguard' it would probably make more sense to people who haven't played TT
Expanded role discussion.
RAM
ELH
#9
Posted 14 September 2012 - 08:18 PM
I've played to some degree,so I know this. The team with the most balanced or skilled pilots win. In the begining, you get lucky or you eat dirt.
It is pretty balanced so the atalses don't always win, but niether do founders.Some founders are so arrogent the stride into battle thinking their invinceble and get pwned and fail their team. So for you,I reccomend a mech like a catapult to suport the field, but lately there have been too many cats on the field screw up the stratgy. Get AMSes to counter. You should get a hunchback, centurion or an atlas to hold the line for the ever growing population of cats. (cats = Catapults)
It is pretty balanced so the atalses don't always win, but niether do founders.Some founders are so arrogent the stride into battle thinking their invinceble and get pwned and fail their team. So for you,I reccomend a mech like a catapult to suport the field, but lately there have been too many cats on the field screw up the stratgy. Get AMSes to counter. You should get a hunchback, centurion or an atlas to hold the line for the ever growing population of cats. (cats = Catapults)
#10
Posted 16 September 2012 - 12:22 PM
Trooper60709, on 14 September 2012 - 08:18 PM, said:
I've played to some degree,so I know this. The team with the most balanced or skilled pilots win. In the begining, you get lucky or you eat dirt.
It is pretty balanced so the atalses don't always win, but niether do founders.Some founders are so arrogent the stride into battle thinking their invinceble and get pwned and fail their team. So for you,I reccomend a mech like a catapult to suport the field, but lately there have been too many cats on the field screw up the stratgy. Get AMSes to counter. You should get a hunchback, centurion or an atlas to hold the line for the ever growing population of cats. (cats = Catapults)
It is pretty balanced so the atalses don't always win, but niether do founders.Some founders are so arrogent the stride into battle thinking their invinceble and get pwned and fail their team. So for you,I reccomend a mech like a catapult to suport the field, but lately there have been too many cats on the field screw up the stratgy. Get AMSes to counter. You should get a hunchback, centurion or an atlas to hold the line for the ever growing population of cats. (cats = Catapults)
Careful here........
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users