Mech Role Part 1: Raider
#1
Posted 18 April 2012 - 06:45 AM
1. Keep the discussion civilized
2. Do not stereotype a battlemech into a certain role
3. Keep an open mind while discussing the topic.
The first role up for discussion in this series is the Raider. Since we know that a 12 v 12 match will have two conditions to it the raider can play a role in the game play. The two winning conditions are destroy all enemy battlemechs, or capture the enemy base. Players who have there battlemechs configured to the raider setting are essentially base harassment assets. This means they make a move towards the enemy base in an attempt to either suppress the enemy at the base, or to weaken the defending battlemechs stationed at the base. The raider can also be considered a harassment role, which allows a player to hit and run the enemy disrupting them, or causing the enemy to stop and deal with the raider.
#2
Posted 18 April 2012 - 06:51 AM
Edited by TeaL3af, 18 April 2012 - 06:51 AM.
#3
Posted 18 April 2012 - 07:00 AM
#4
Posted 18 April 2012 - 07:26 AM
At it's essence it is a bad scout, instead of transmitting valuable recon and targeting data to its lancemates, it gets destroyed alone in enemy territory weakening the rest of the team.
The reason this strategy works in other MMOs is that your harrasser can respawn when it gets killed, so there is no penalty for putting pressure on the enemy flag. Oh and there probably wont be a flag, a more genere oriented goal would be capture and hold.
Remember Role warfar is only one component, information warfare is another big component. As a counter-intelligence scout-hunter role, I imagine oa couple counter-intelligence mechs would be very beneficial.
#5
Posted 18 April 2012 - 07:30 AM
I agree ammunition dependence shouldn't be a big factor.
#6
Posted 18 April 2012 - 07:41 AM
But a single mech not fast enough to outrun every other Mech will be hoplessly destroyed and therefore no help at all for his/her company.
A raider lance on the other hand could provide enough fire power and pressure to force the opponent to react.
In the end all we do is guessing. We will see when the game is out.
#7
Posted 18 April 2012 - 07:50 AM
Mech type:
Fairly fast mechs, usually medium, but superior firepower then scout mechs.
Primary tasks:
1. Elimination of hostile scouting mechs. These should have enough power to take them down and enough speed to make it difficult for the scouts to escape.
2. Harrassment. should be able to damage the main hostile mech force for minimal damage in return by hitting and fading back into cover with enough speed to escape. primary targets with this: legs to mess with grouping/support, arms containing primairy weapons.
3. Assist. when teams heavy mechs engage the enemy these mechs should have enough speed to reach them and lend fire support to their allies, helping tip the table and keep their more powerful teammates from being mobbed.
Its for roles like this that medium mechs or something like a Dragon might excel.
#8
Posted 18 April 2012 - 07:58 AM
#9
Posted 18 April 2012 - 08:26 AM
#10
Posted 18 April 2012 - 08:54 AM
#11
Posted 18 April 2012 - 01:42 PM
#12
Posted 18 April 2012 - 02:41 PM
#13
Posted 18 April 2012 - 03:26 PM
A raider must be faster than the average mech of almost any weight class (except for light). Raiders should have a minimal amount of ammo based weapons. If they do have an ammunition based weapon, I think it should be something like a Streak SRM to minimize lose of ammunition, although the lack of SSRM6s right now might mean you'll have to stick with an SRM6. Just try not to miss.
Raiders should likely be mediums like the Hunchback or Centurion or fast heavies like the Dragon, although mechs like the Jenner could do the job well. Raider should have jump jets and preferably an ECM suite. Raiders can be more lightly armored if you need the extra tonnage to mount more weapons. Remember, the point of a raider is to get in and get out. You should not get shot up.
The goal of a raider is to get behind enemy lines, pop an important asset/mech, and then hightail it out of there. The best targets are ones that have issues defending themselves, such as LRM boats and scouts. Of course, picking up a kill on a commander would be the best, although that is most likely not going to happen.
Raiders should disrupt the enemy lines by forcing them to turn around or group around a single mech to protect it. Due to a raider's speed, the can bob and weave in and out of combat to keep the enemy on their toes. If you've ever played a spy or scout in Team Fortress 2, you could play a good raider. If the area gets to "hot" (that is, lots of enemies around looking to kill you), then move to another area of the enemy line and tear that up instead. Keep them on their toes and keep slagging their important parts off. While kills are important, light or medium raiders can not likely do enough damage fast enough on their own to kill a mech, so you should instead focus on stripping the weapons from a mech, only moving in for the kill when they're sufficiently damaged.
In that vein, you are a sort of vulture. You attack targets of opportunity. Mechs with damaged legs are easy targets, and mechs with damage back sections are the juiciest. If you're having trouble finding a good target, go to passive and stealth around the area. Shut down if you have to. Just wait for an opportunity to strike, and then take it and get the heck out.
Due to your vulnerabilities and need for already damaged mechs, a good raider should spot for their allies to get LRM fire softening up the targets. Suggested modules would be the Null Signature for easier escapes, the Power Up/Power Down Speed Increase for quick ambushing, and Danger Close for greater battlefield awareness (don't want to walk face first into an Atlas!).
Using these tactics, I imagine that a good raider could be a serious thorn in the side of any team, except the thorn kills you.
Edited by Orzorn, 18 April 2012 - 03:28 PM.
#14
Posted 18 April 2012 - 03:34 PM
#15
Posted 19 April 2012 - 10:58 AM
Edited by guardian wolf, 19 April 2012 - 10:58 AM.
#16
Posted 19 April 2012 - 12:37 PM
If ECM & BAP can indeed be put on any 'mech, sadly, it kind of ruins the "personality" of raiders because any chassis can be turned into one.
The closest thing to this kind of gameplay in MWLL was the Raven sporting an ELRM, because it was able to empty it's entire ammo load in single-life battles while staying outside of weapon return range and being very hard to find on radar.
Edited by Victor Morson, 19 April 2012 - 12:38 PM.
#17
Posted 19 April 2012 - 03:01 PM
#18
Posted 19 April 2012 - 03:08 PM
#19
Posted 19 April 2012 - 03:09 PM
Destruction of enemy forces or capture of their base are just the terms for victory. I'd rather my lance move as a cohesive unit (with Scouting Mechs out detecting enemy positions and providing feedback for on-the-fly courses of action)
If we see an opportunity to seize a base and win, we enact tactics to do that. If we find a stray Mech, we enact tactics to wolfpack and team up on it. None of our Mechs would be predefined into "just raiding". Mechs don't need to stay close by the lance at all times, but if we choose to intercept and engage an enemy, it's always best to bring the full might of a lance on the target rather than a single Mech.
#20
Posted 19 April 2012 - 03:18 PM
3Xtr3m3, on 19 April 2012 - 03:01 PM, said:
*golfclap*
http://www.youtube.c...5H46QnQ&t=0m55s
So now you're a little child if you happen to be good sneaking around tagging enemy mechs with something like a PPC and then changing locations before they even figure out where you are? Okay.
Hitting an Atlas 4 or 5 times with a PPC as it tries to find cover and figure out where its getting shot from starts to hurt. Besides outright killing a mech, they can wittle it down to the point that anything it gets in a brawl with is going to kill it. There's going to be lone wolf type players that are good at what they do, so why are they twelve year olds?
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