A word before we start: all of my conclusions come from playing MW4:M in multiplayer. These are my personal opinions , but those are *not* just assumptions. Its an opinion based on hard earned experience about what works and what won't work - at least in that environment. I guess that passes as a reference but be reminded that this are personal opinions and other people with the same or even more experience might have a totally different opinion. Most of us learned long ago that, even if we do not share a certain viewpoint of how things should be done, we can still respect each other and acknowledge both appproaches, even if there might be reasons to prefer one above the other. Players are different and in a highly customizable environement, so is playstyle. This is not *the* definite truth. Everybody got to work this out alone, there is no definitive truth.
phros, on 12 March 2012 - 05:52 AM, said:
I'm sure those of you who have played the older mechwarrior games may be wondering this as well. In the past it has all been about the arms race really, the majority of players playing games online getting into heavies and assaults to duke it out. Some of the more skilled pilots messing around in lights.
That is, so i think, a misconception. Whilst it is true that the majority of players has and most likely always will prefer heavies and assaults, all weightclasses have their use.
I tend to assault class myself but thats because my absolutely favourite is the (not jump capable) Warhawk aka Masakari because its a great platform for my favourite weapon, the ER-PPC (wich isn't that high in opinion in the community because of no damage hits, but for me its power, emp shock and range still make it the premier armament). It got punch, it got speed and i like the chassis. But ACTUALLY i like it because i like how it looks. I have many good configs and this is simply my version of a Ferrari. Ironically its a mech rather looked down to capability wise in the community because it lacks jets (wich i never liked - yes, jumpjets are a gamechanger but i don't feel comfortable with that playstyle, i simply don't like it and i never felt i put myself at a disadvantage in a carefully designed mech), is said to have a bad silouette (wich is partly true for easy to hit sides... but then you omit the massively armored arms wich can be raised like in boxing - in fact its maneuverability combined with its shieding arms are the reason for many victories) and the important weapon slots are mostly in the arms wich halves offensive potential should you loose one (wich is true, but it takes real effort to destroy an arm - and, hey... better the arm than the center-torso, right?).
Its a longrange platform wich can fight up close if forced to and you won't run out of ammo. Heatmanagement is tricky in a close-quarter fight but managable.
I have other favourites across all weight classes and i alternate pretty much between the mechs because i can't stick to one too long. Gets you too focused on a certain playing style, but i come back most to my Warhawk, so i am to blame here, too.
However among my other favourites are such mechs like a Hollander 2, a Hunchback and an Uller (as the versed reader has certainly noticed i have a certain preference for hefty ballistics up close and personal - on a sidenote: one of my only two favourites with jumpjets is a Templar with four LBX cannons (2x20s, 2x10s) designed for close combat in city environments and *not* for sniping). And all of them perform exceptionally well for me.
I am not a good sniper. I can aim and i can lead, i can even hit fast lights with PPCs up close (a trait developed during many Warhawk sorties) but i can't aim fast. Despite that i am pretty good at maneuvering, dodging and especially in designing mech configs, so that makes me a natural "brawler".
There are three basic categories: "brawlers" are close combat machines, "snipers" work from range, often with jets to pop up behind cover and vanish to cool down - a technique i never liked, because once i fought an opponent i wanted to fight and not interrupt it with cooldown phases behind a hill, despite being a very effective tactic (so called jumpsnipers or "poptards") and missile boats.
Now, if you want to get to your opponent up close and you face a wall of snipers in a highly defensive location you can't simply lumber over there in a big, slow mech and hope the armor holds. Even if you manage to pull it off you won't be in the shape to do a fight for very long. There are exceptions to this rule (there always are) but this depends mostly on terrain and loadout.
I have a Marauder 2 config packing a very hefty mediumrange punch with a hyper-velocity-cannon 20, two heavylargelasers and a clan ultra-autocannon 10 in the nose. Its at 100 tons and its slow. Normally it would be taken out from afar without ever getting into weapons range. There is a catch, of course. It has jumpjets and can hop over. It really shines in maps with walls. I switch the radar to passive and, jumping over normally impassable walls (snipers wouldn't do this even tho they can because the avoid close combat, so its really a move nobody expects) sneaking into the enemys rear undetected. With an armament able to one-hit kill an Annihilator (even with the one-shot protection, the ultra-AC fires two bursts with a 0,25 second delay) its a nasty surprise and usually creates a lot of panic at the front line.
That being said usually, if you want to get those longrange assaults/heavies you need to evade incoming fire. To do this you need two things: you need speed and you need maneuverability to dodge fire (having a small silouette also makes hitting you harder).
Thats why there is a very real use to the oh-so underpowered light. If you can evade fire (and you need practice for that). They walk right through a firestorm and finish an opponent unscathed. Sure, the lighter, the less punch you pack (there are exceptions of course... Solitare, Wolfhound, etc) and the longer it takes to down an opponent. But if you are good at it you can, depending on the aim of your opponents stay in the fight quite a while right next to them. This is highly skill dependant. There are guys that always hit, there are guys that always evade. Those guys... learn their names and remember well. Its a difference flying against a rookie pilot and a Von Richthofen, so to speak. And it imensely helps survival if you can tell a Von Richtohofen from the average rookie.
All those on-hit hight damage weapons with long reload? Lead weapons, i tell you (except for large lasers, but then there is reflective armor and electronic gadgets to work around those). Skilled pilots want to show off their skill. They want to be near you and dance around you without dying once. Its an ego-thing. Thats why veterans prefer mechs with less weight and more speed.
Al those steps between light and assault depend on preference and skill. And of course, if there are a lor of lights around and you want to hunt them effectively you might prefer a med.
Weightclasses work. It seems biased, especially to nerw players, but it you look at the mechanic in-depth its perfect.
And thats only brawlers, we havent even started on missiles boats yet. My absolutely nastiest missile boat is an Owens withunguided rockets. LOTS. It also packs a extra coolant pod. You maneuver behind the enemy team and get ignored... because its a damm light, what can it do, right? The assault in front is so much more threatening. And then when you positioned in the rear you start diving in firing a continous volly till the heat-gauge is deep read and auto-shutdown sequence blares. And then you keep pressing the trigger, override the shutdown and start to release coolant. That results in pretty much attention soon. But if they want to chase a light with superior speed whilst your teams assaults are on their heels... alright with me.
Small mechs win you the game.
phros, on 12 March 2012 - 05:52 AM, said:
I am ecstatic that this isn't the case any more, the smaller mech chassis are something I find a lot more interesting than the bigger ones, but I have a query, in MWO where does the medium fit?
Close combat, especially against sniping variants which are really not designed for close combat or extensive weapons usage without a hill to cool down behind. Pack a big cannon. Works for hunting lights, too if you pack a decent engine.
phros, on 12 March 2012 - 05:52 AM, said:
Why am I asking this?
Well we have this great sounding Role Warfare system, with modules and specialisations that allow a player to customise their mech to their playstyle, or even mix a couple of roles together.
Lights are clearly the goto Scout mech, and I can see them possibly being used as a command platform as well. Having the speed to get out of a dodge might be very handy.
Belive me... in combat scouting plays a very secondary role. Unless the maps are REALLY big to be able to make use of all that speed. But i fear then the pace of the game for the heavies will suffer. Wolf style combat drops help, to.
I also hope they include something like frozen rivers where heavy mechs can break in and also lasers can melt the surface.
phros, on 12 March 2012 - 05:52 AM, said:
Heavies and Assaults are clearly the Attackers and the Defenders, with the Heavies probably leaning a little more to attack roles due to speed issues. They are good candidates for a command platform as well with the heavy armour and weight allowances for possibly heavy command modules.
All are attackers. The question is how to do it. Large, slow mechs are inviting focused fire from entire lances dug into highly defensible positions. You die if you simply walk into there.
Therefore large, slow mechs (or small, slow mechs like the twin-ER-PPC wielding Puma) play the range game, usually outranging other mechs with serious firepower. Works also with fastfiring longrange weapons, such as small-caliber ultra-ACs in open terrain.
For ambushing yourself you probably want jets, but i was never the patient type to be honest.
phros, on 12 March 2012 - 05:52 AM, said:
So where does the plucky medium fit in? Looking at the Centurion, he has some solid firepower, but a heavy will always outgun him, he is fast, but not quite as fast as a light, and his armour isn't quite up to scratch compared to a heavy as well.
Am I right in thinking they will be best used in multiple roles? Traditionally (in the fluff) they are pretty much the backbone of this era lances (mediums in general, not soley centurions!), with heavies being Big Deals and assaults catastrophic, this won't quite be the case in MWO, that "arms race" still exists a little. If you can afford a Dragon or an Atlas and you are playing an attacking role, why wouldn't you take one?. Apart from Light Mech Hunters, which they would excel at, I can't find a direct role for them.
I don't have a problem with this, but I would really like to see peoples thoughts, where do you see the Centurion fitting into the battle? A fast response defender that can double as a heavier scout? Is flexibility the hallmark of the medium? I hope so.
As you sait the Centurion packs a hefty autocannon up close - wich means also low heat build up (compared to energy loadouts). Its meant to continously pummel an opponent. Speed is good and its a humanoid, so its shape is not that easy to hit, Go find a sniper or a light to feast upon. I wouldn't recommend running into an Annihilator packing something like eight rotary autocannons, tho. Gets you killed fast.
As you getting used to the mech you will survive longer and eventually discover that an ammo dependant ballistic isn't what you need. You will add more ammo and eventually switch to pure energy weapons, opening up the can of worms with the heat management in close combat (wich also works - that Solitare i mentioned? Eats assaults for lunch if used properly, all energy weapons).
Weight classes aren't really as much a problem as it seems. It all comes down to speed, size and firepower. If you sacrifice one you gain another. As long as that works all classes will be played. People will still stick to the large ones mostly. People LIKE large mechs. Thats all there is to it, really. Its not a problem of game mechanics and the diversity is always welcome.
Edited by MrDred, 14 March 2012 - 05:30 PM.