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mech commander tactics? lance/company


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#1 YouMadQuiaff

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Posted 26 March 2012 - 12:22 AM

what's up fellow mech warriors,

Really stoked on the MWO idea, especially the teamwork aspect. Just wondering what tactics you guys considered when engaging at a lance to lance level as well as company to company? Obviously focus firing enemy targets will play a huge role but do you target the lightest mechs first or the mechs that can dish out the most punishment? How do you balance weapon loadouts between close range and long range?(probs map dependent right) How do you cordinate a firing line concave that maximizes the most damage possible while at the same time protects damaged mechs?

Also I was wondering if taking out the enemy lance/company commander would hamper their communication/organization in any special way?

Lastly I know the devs want to incorporate light/medium mechs more into the playstyle but i don't think recon or harrassement would outweigh the benifits of an all assault lance of mechs. If I am going to battle I'd want the biggest baddest mechs next to me even if this meant sacrificing mobility/speed. Just wondering what your guys thoughts were on the matter? I was thinking something along the lines of a lance tonnage cap might make things interesting (added level of decision making) or it could make it worse I dunno?



omg so excited for this game to come out. I'm trying really hard not to build it up to much in my head. Can we just fast forward time 1000 yrs so i can pilot a real mech?

#2 StompyMcGee

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Posted 26 March 2012 - 12:32 AM

If tactics and mobility don't make a difference, then this game is going to blow all kinds of ***.

#3 CDR Baird

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Posted 26 March 2012 - 01:17 AM

It would definitely make sense for them to add a tonnage or point cap. I don't want to have matches where its just the biggest mechs going blow for blow and basically the first team to start firing wins. I definitely want to see e-war mechs and defintely players making smart on field decisions. It's hard to say from now what a good tactic will be because tactics are never set in stone.

Know what you have, know even better what the enemy has and how you can play the field, that will determine your tactics. Always be ready for your plan A to fall apart and have a plan B ready.

#4 warner2

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Posted 26 March 2012 - 01:40 AM

+1 vote for tonnage cap

It could be integrated in various ways. For example, mercenary contracts could include a tonnage indicating the size of the force that can be transported to the planet being defended or attacked. Justify it anyway you want. Varying tonnage limits will ensure more variety. However Piranha are in an awkward position here since players have garages with mechs in them. It's possible that a whole mercenary group that like their assaults and have a garage full of them. I guess that means that mercenary contracts with low tonnages would be not feasible for such a group? Or in other words it's up to a mercenary group to have a balanced force should they wish to take on varying contracts?

I'm really looking forward to further details on how the 12 v 12 battles will be handled.

#5 Xyph3r

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Posted 26 March 2012 - 02:29 AM

+1 vote for tonnage cap

although i doubt there will be the possibillity for BattChall, on the battlefield i will follow the rules of Zellbrigen.

#6 CDR Baird

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Posted 27 March 2012 - 12:46 AM

View Postwarner__, on 26 March 2012 - 01:40 AM, said:

However Piranha are in an awkward position here since players have garages with mechs in them. It's possible that a whole mercenary group that like their assaults and have a garage full of them. I guess that means that mercenary contracts with low tonnages would be not feasible for such a group? Or in other words it's up to a mercenary group to have a balanced force should they wish to take on varying contracts?


Well this and also this allows younger and new mercenary groups to get contracts since they would have the low line mechs.



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