Tactics, roles, and teamwork
#1
Posted 05 November 2011 - 07:24 AM
I've been playing the computer games for a while now (kinda dropped away after MW3 but just got MW4 Mercs after I saw this game coming out) but I've never played any online so I don't really know what to expect as far as getting people to work together. I am looking forward to hanging around on here and meeting people and maybe getting in with a group and finding a role the can suit both me and the team.
#2
Posted 05 November 2011 - 07:52 AM
To be honest, I think that in practice it will make more sense to use a medium mech for command / fire support, and send out a fast heavy to put more firepower down field. This would also make the commander more mobile, especially if the mech had jump jets. (poptart sniping) I do sense that there will be a lot of "poptarting" though. I think it's a good strategy, but it can get annoying.
#3
Posted 05 November 2011 - 09:12 AM
Last time I checked urban combat in cities was not a snipers heaven.
#4
Posted 05 November 2011 - 09:24 AM
#5
Posted 05 November 2011 - 09:28 AM
infinite xÆr0, on 05 November 2011 - 09:24 AM, said:
Yeah I agree with that, having one of each means somebody will get mad over being stuck in something they don't like. Maybe there will be missions with time limits or drop weight limits that would encourage smaller, nimbler mechs that can get in and get out quick to help mix it up.
#6
Posted 05 November 2011 - 09:32 AM
As for the 'I hope not all light mechs are automatically Scouts!' I kind of hope that but, to an extent, most light mechs are. The more heavily armed/armored kinda lights are just a bit more hybridish, in that they can engage in combat against pure lights pretty comfortably and may give heavier mechs something to think about. On the other hand--it wouldn't surprise me if they had some mech designations per match. Really wouldn't want to be in that match where everyone wants ends up as a Light...
#7
Posted 05 November 2011 - 09:34 AM
#8
Posted 05 November 2011 - 09:43 AM
My dream is actually to organize a whole battalion and take on all comers, but I don't expect they'll let us play games that big.
#9
Posted 05 November 2011 - 09:50 AM
#10
Posted 05 November 2011 - 09:53 AM
About what I said before on the "one mech of each class" tactic. That was just me talking about what I assumed the Dev's were encouraging.
I'm sure there will be no rules that say "you must choose scout because your team has no light mechs". Also, go assault in whatever you want. If you manage to commandeer a Puma after the clans invade, and you want to go hunting for mediums with your dual ERPPC's then go for it!
Also, about sniping on urban maps: For those who don't know, "poptart sniping" is a strategy where you use jumpjets to "pop" up from behind cover and hit them, then move to a different spot. Rinse, repeat. Also, if you can jump to a high building, you can snipe from up there, and when they find you just jump to a different spot. Urban combat will present different opportunities to experienced snipers. You might not be on a hill, but a building can give you the same vantage point as one. Having the building be destructible just adds to the tactical / strategical requirements. If they blast the building out from under you, are you going to jump away? Or are you going to fall and have to stand and fight?
Edited by GreenHell, 05 November 2011 - 10:22 AM.
#11
Posted 05 November 2011 - 10:04 AM
A lot of people who played CTF like TDM loved that they had 30 kills, but when a flag is worth 10x that, well, then they strategically failed their team. The smart players were the ones who knew it was all about getting the flag and keeping yours at home.
I'd like to hear the Conquest mode fleshed out. I love me some objectives! Especially when you have to deal with multiple ones at a time!
#12
Posted 05 November 2011 - 10:07 AM
Edited by MaddMaxx, 05 November 2011 - 10:09 AM.
#13
Posted 05 November 2011 - 10:11 AM
Aegis Kleais™, on 05 November 2011 - 10:04 AM, said:
A lot of people who played CTF like TDM loved that they had 30 kills, but when a flag is worth 10x that, well, then they strategically failed their team. The smart players were the ones who knew it was all about getting the flag and keeping yours at home.
I'd like to hear the Conquest mode fleshed out. I love me some objectives! Especially when you have to deal with multiple ones at a time!
Definitely want missions with objectives, something more than just "show up here and blowz errybody up". Attack/defend installations, escort duty, what have you, just add something that makes you think bigger than your weapons.
#14
Posted 05 November 2011 - 10:49 AM
Rogal Dorn, on 05 November 2011 - 10:11 AM, said:
Yes, and since we gonna simulate Mechjockey skill online,
I hope CTF and TDM skills gained will weight less, then your skill points gained in a real objective based session - what ever it maybe.
#15
Posted 05 November 2011 - 10:55 AM
#16
Posted 05 November 2011 - 10:56 AM
#17
Posted 05 November 2011 - 11:04 AM
#18
Posted 05 November 2011 - 01:50 PM
MWLL already has
make your aim shake when jumping.... done
The only people that jump snipe in MWLL do it on the way down from a jump, which cuts their potential poptart time in half. As well as gives opponents an easier time at shooting them. So jump sniping remains something you can do, but its not the game winning strategy it used to be, and is likely to get you shot up for your trouble.
Lord knows, its just so nice to get your aim settled on a falling jump sniper and slapping them with a gauss or PPC right before they were about to fire, spoiling their aim.
#19
Posted 05 November 2011 - 01:56 PM
That's a pretty ingenious solution they came up with.
I was always annoyed in MW4 with poptarts...
#20
Posted 05 November 2011 - 02:00 PM
I like it.
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