TheGunBunny, on 06 January 2013 - 12:26 PM, said:
I'm getting really tired of assaults hiding in the back of the group. You are the ASSAULT mech, go assault. Love in spectator mode where you are in a stalker that hasn't taking ANY damage and is 700 meters from the front line with no LRMs in his load out. You can take a little bit of damage unlike us Dragons and hunchbacks. GET in there.
I agree with your point that mechs (not only assaults) often stay in the back and WAIT for something to move into their view.
They don't try to position to support their front line with long range fire.
Another problem is targetting. If you have LRM support mechs, at least try to keep something in target. Every second mech I watch in spectator doesn't target the mech it's fighting. Nobody will know that you are fighting it and nobody will come to help you. Also you don't see if it's already heavily damaged in some area. I often tell people that certain mechs have weak CT or legs,... but I get ignored. I've seen pilots fire at the legs of a mech with red CT.
Khobai, on 06 January 2013 - 12:34 PM, said:
If Assaults could actually tank damage then what youre suggesting might work... right now Assaults basically have to cling to cover because they get no lag shielding and their torso sections are huge which makes coring them very easy. Worse yet is light mechs can absorb way more punishment than any Assault mech thanks to lagshielding and ecm. Lights can often run past an entire enemy team, get shot at by all of them, and run away with only yellow armor. Ironically its actually better to "evasion tank" with lights. Send your lights in first to distract the enemy then have everyone else push over while theyre distracted... The problem is MWO uses tabletop armor values which are based on random hit locations. In tabletop your center torso is only supposed to get hit 20% of the time. But in MWO your center torso gets hit way more often than 20% of the time (probably more like 60% of the time) which means the tabletop armor values used in MWO end up being very inadequate for protecting your center torso.
That's a valid point. People need to understand that you can't compare TT to a FPS. In the TT game the dice decide by luck, but in MWO you have direct control over your actions.
That a mech gets destroyed fast when it gets focus fired is normal. PGI already doubled armor values. The problem are some of the loadouts like 6x SRM6 A1 Cats, AC20 Cats, LL+SRM6 Stalkers,...
They deal too much damage in a short ammount of time, at least at the moment. As far as I know PGI is working on a mechanism to reduce the efficiency of boating.
GODzillaGSPB, on 06 January 2013 - 12:55 PM, said:
They need support, too. I usually play this game as an assault mech wingman. So, in addition to the TS call: MEDIUMS, to their flanks!
But...slghtly behind them. *gg* 
That's also very true. You'll often see an assault mech going for an attack, suddenly a light mech pops up on the edge of the map and the whole team runs off to chase it, leaving the assault back as easy target for the opposing team.
Assaults can dish out alot of damage, but they require someone to keep light and medium mechs off of them.