lefty1117, on 29 August 2013 - 12:26 PM, said:
I've been driving an atlas for a week now. My thoughts:
- Lights should not necessarily follow. They are skirmishers. They should be marking targets and softening armor via hit and run tactics. Commandos and spiders are especially good at that.
Hey, that's point two!
lefty1117, on 29 August 2013 - 12:26 PM, said:
- Mediums should sit behind the assaults and clear out any lights that attempt to harass. A skilled light can indeed paper-cut an Atlas to death, especially if the atlas is wounded.
Mediums are also effective flank skirmishers and light hunters, provided they don't get in too deep. They are very easy for larger 'mechs to kill, however, so they should always be using the kind of skirmish warfare you describe, even if they're out on the flanks. This is why the agility/engine buffs last patch were a godsend to mediums (particularly the Hunchback.)
lefty1117, on 29 August 2013 - 12:26 PM, said:
- If you're in an Atlas you should not allow yourself to be out in the open without an escort. Especially on that gigantic snow map. Snow Peaks or whatever. Atlai seem best in urban or close quarters combat where the brawling characteristics can really shine. Try to draw bad guys in to cluttered areas where Atlas should be stationed.
- Due to their slow speed Atlas are not well suited for conquest gameplay. I tend to either defend or move to a central point and camp there.
John Buford, on 29 August 2013 - 02:33 PM, said:
Have to disagree on you there about how an Atlas is not very good at Conquest and should play defensive. I was on Alpine Peaks yesterday at the lower spawn. We moved up to the first ridge and exchanged some sniper fire with the guys way up top on thier ridge. Well the Atlas D-DC decided to push while the rest of us used his ECM and provided some covering fire. We were able to keep the other teams head down and when we got the the ridge some went over while the Altas and and few went around. To keep it short that Atlas just put down the fire and killed all shorts of stuff while taking tons of punishment.
My problem with Conquest, and the reason I usually just stick to Assault, is that the conquest mechanic isn't strong enough to override tactical realities and make the format unique. The best PuG tactic in Conquest is
still essentially the same as in Assault - send your lights out and move everyone else as a body to find and destroy the enemy. If they split up, you crush them in detail and win; even if they try to stay away from you, you'll eventually catch some of their dispersed elements and destroy them. After you've smashed a third, or a quarter, of their team, you can even switch to capping - with the advantage of numerical superiority.