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In-Fighting in a City: The Right Way to Do It
#101
Posted 21 June 2012 - 05:43 PM
"Do not enter urban settings without infantry support."
Hopefully that means that scouts and lots of them will render a huge advantage over a column of assault mechs.
Although I admit I am wanting to try the iron rain tactic. Narc Beacon scouts + missle boats firing in ballistic arcs.... Don't know enough about weapon behavior yet to say if it will work.
#102
Posted 21 June 2012 - 06:32 PM
Rhinehart, on 21 March 2012 - 02:40 PM, said:
Urban Combat. The Right way to do it: Not at all.
According to the Ares Conventions fighting inside a city is against the widely accepted rules of warfare. Thus it shouldn't happen at all due to the excessive risk to civillian populations in city environments.
That being said anyone who is familiar with BT/MW Canon knows the rules often got thrown out the window. But since I style myself a Mechwarrior who believes in the Conventions as necesary rules to manage conflict within the Inner Sphere I would have to opt out of any battle that might likely result in excessive civillian casualties and that would most likely mean Urban Warfare. If opting out is not an option then I would have to base my tactics on a need to absolutely minimize possible civillian casualties and colateral damage. This would mean staying away from residential areas, schools, hospitals and other likely high population targets. I would carefully husband my fire to minimize incidental damage from misses. And at all times the objective would be to draw enemy mechs away from any areas where high civillian casualties could result from a battle.
There is no other way for me to approach Urban Combat and be true to the Mechwarrior Universe as I see my place in it. If that means a heavy disadvantage for myself and my allies, well so be it. To me, this might just be a game. But to my Avatar this is a fundamental principle of his character. If that means I never get to play on the Urban Map, oh well. But I would always, always, always seek an alternative location for a battle between fusion powered machines of destruction.
To willingly choose to fight in a populated city is the first step back to rampant barbarism.Many things I may be. A Barbarian is not one of them.
Actually that particular article reads as such:
Article V -- Urban Warfare Restrictions
No battle shall be waged in an urban area except under extreme circumstances. If the military objective of an assault lies in a city center, attacking troops must ensure that any hostile action taken causes the least possible amount of collateral damage. No attack may be made against any civilian target, for any reason. Civilian targets shall be deemed to include such life-supporting equipment such as water and air purifiers, agricultural assets, or any other item that enables a planet's population to continue their existence.
"except under extreme circumstances" permits Urban Warfare, so long as people don't go crazy.
Regardless, for your urban warfare needs might I recommend the Axman AXM-1N or his little brother the Hatchetman HCT-3F or 5S
http://www.sarna.net/wiki/Axman
http://www.sarna.net/wiki/Hatchetman
Can't cause collateral damage if your lodging your hatchet in the other mech's cockpit.
#103
Posted 21 June 2012 - 06:44 PM
#104
Posted 27 June 2012 - 04:36 AM
It'll be interesting to see which tactics work best in MWO.
#105
Posted 27 June 2012 - 04:43 AM
Jekrump, on 21 June 2012 - 05:01 PM, said:
where have you been? that game has upwards of 300 mechs now... mektek.net, get MTX, and download the game. there are still servers up and running too.
I have unfortunately been stuck in the world of slow internet.
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It was a simple question out of technologically-forced ignorance.
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#106
Posted 27 June 2012 - 04:57 AM
i dont care as long as it is blanced with people E.G people join in maches in a lv 15-0 then so forth
#107
Posted 27 June 2012 - 05:52 AM
#108
Posted 27 June 2012 - 04:22 PM
#109
Posted 27 June 2012 - 05:03 PM
#110
Posted 27 June 2012 - 05:22 PM
#111
Posted 27 June 2012 - 06:46 PM
"For anyone who thinks city fighting is just 'waiting in ambush = win' wait'll you get outflanked by a Scout with ECM or something, see how that works out for you."
A Developer's strategy and 'wait n see' on urban / city fighting can only confirm there's city maps being tested and played for MWO launch.
Great news
Edited by MWO Atari2600, 27 June 2012 - 06:47 PM.
#112
Posted 27 June 2012 - 07:30 PM
#113
Posted 28 June 2012 - 01:48 PM
BerserX, on 19 March 2012 - 08:43 AM, said:
I'm hoping that there will me a skid mechanic in place - something from TT that has been missing in MW.
It makes high speed dashes in larger mechs unworkable but allows mechs like the Urbanmech to shine in their prefered element.
#114
Posted 28 June 2012 - 01:57 PM
Incunabulum, on 28 June 2012 - 01:48 PM, said:
I'm hoping that there will me a skid mechanic in place - something from TT that has been missing in MW.
It makes high speed dashes in larger mechs unworkable but allows mechs like the Urbanmech to shine in their prefered element.
Didnt they mention in the snow-level reveal that heavier mechs have more momentum and less traction on the snow?
Perhaps we'll see something similar on other terrains too.
#115
Posted 07 July 2012 - 01:38 PM
The idea behind the skid (for the non TT crowd) was not so much a restriction on speed over concrete (or ferrocrete, or whatever) but more an issue with abrupt turns, a 35 ton Jenner doing over 100kph would really dig in to turn in the countryside but risks losing it's traction on a sheer surface.
Implementation of this rule would have a HUGE impact on a lot of the tactics mentioned here so far (mostly inspired by the MW games to date).
The whole reason we have crazy but lovable Mechs like the squat and slow Urbie is city fighting does not favor vanilla mech designs. Designs like the Panther would rule this battlefield, rather than our souped up Jenners and Cicadas.
As an aside, I think implimenting 'semi-melee' factors on the existing forms know to be featured (Charging and DFA) would round out that city-fighting feel. Mechs with hands should stand quicker after a knockdown and take less damage from a charge or building collision than those without. This could hold true all the way down the limb fuctionality ladder, Catapults and Jenners suffering more than Dragons and Centurions who suffer more than Commandos and Atlases. Otherwise having anything beyond an upper arm actuator is effectively a pointless nerf.
Edited by Murku, 07 July 2012 - 01:45 PM.
#116
Posted 07 July 2012 - 01:53 PM
http://www.sarna.net/wiki/Grasshopper
Heavy that has decent speed and jump jets to boot. If brought into this game I can easily see this mech being good at several roles:
Anti-scouting (able to cover ground well to intercept scouts)
Flanker (brawlers always like having a flanker buddy)
Heavy scout (for those that try making heavy/assault only companies)
#117
Posted 07 July 2012 - 02:02 PM
I'd still take a ThanatosXT over either any day though.
EDIT:If you use jump jets, I'm legging you before you touch the ground, so don't complain when come August 7.
Edited by Davoke, 07 July 2012 - 02:04 PM.
#118
Posted 07 July 2012 - 02:05 PM
#119
Posted 07 July 2012 - 02:07 PM
Step 2: Close in on target
Step 3:???
Step 4: Trololol
#120
Posted 07 July 2012 - 02:24 PM
Mediums and heavies with a mix of short to medium range weapons are my favorite, with a couple long range support elements is the way to go, imho. Depending on how much you can actually destroy, I'd expect a few players to hollow out nice little cubbies in the blind side of buildings and just wait for a big dumb Atlas to waddle on down....
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