Role Warfare

Thread in 'MechWarrior Online' started by Marukeru, Nov 21, 2012.

  1. Marukeru

    Marukeru Benefactor

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    I'd like some solid role information for MWO.

    What are the Primary Roles that should be covered for a balanced team?

    What 'mechs suit what roles best?

    Are any 'mechs more or less designed for a certain role?




    I'd love to have a pinned topic with these questions answered for us all to see. I'm no Mechwarrior veteran, the closest I've been to Mechwarrior prior to MWO is Mechassault, and it seems that everyone HATES Mechassault (though I enjoyed it and it is the reason I have come here).

    So far I know of general info on a few roles, some of which I enjoy; Indirect Support for example, I run an AWS-8R with dual LRM 15+Artemis, 2 LLasers and 2SSRM2. (Was running LRM20s, but brought em down a size to add in the SSRMs to help with close up fighting.
     
  2. Michael

    Michael Grand Poobah

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    In my humble opinion you need a Scout (Spotter), a Brawler and two support mechs (both direct and indirect fire support)

    This depends on the players who are using them. Personally? I work best (so far) in a Jenner. Not only can I range out front and stay on point but I can harass, shift quickly to shore up weak flanks and I can hunt down other lights. Hell I even hunt down assaults and kill them too if required.

    Scout: Jenner or Cicada (with a beefy engine)
    Spotter: Jenner or Raven (due to electronics suite options)
    Brawler: Pick one. Anything with large DPS from Heavy to Assault class
    Direct Fire Support: Gauss Cats? Anything that you can put the damage down immediately by pulling a trigger at a distance
    Indirect Fire Support: Any LRM boat. Currently the Awesome 9M seems to be a big one of choice due to the LRM builds.

    This question is kind of redundant no? You basically asked the same question as your 2nd one you just changed the words around a little bit. Mechs that are "more are less designed" for a certain role also suit those roles best. While you CAN utilize a mech outside it's intended role (Jenners hunting Atlas anyone?) that is something which is totally reliant upon pilot skill and ingenuity.
     
  3. Marukeru

    Marukeru Benefactor

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    Thank you for the quick response Michael.

    In response to your statement on my redundancy; Yea, it seems that was foolish of me ^.^"


    I have heard of roles such as Scout, Scout-Hunter(offensive), Anti-Scout(Defensive), Striker, Skirmisher, Brawler, Sniper, Direct-Fire Support (Sniper fits this), Indirect-Fire Support, Spotter and even "Support" Support (a 'mech who supports the heavier Support 'mechs, be they Direct or LRM).

    I've also heard of things like Assault Lance and Defense Lance. I assume the Assault Lance would contain Scouts, Spotters, Brawlers and Strikers. While the Defense Lance would contain Support 'mechs and likely a Brawler/Anti-Scout for covering chosen Supports.



    As for roles I play best, seems to be LRM Support along with some* Brawler builds.
    *Laser intensive, as I am no good with aiming Ballistics so it seems :/
     
  4. Tuku

    Tuku Well-Known Member

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    On a lance I know those who I have run with had great sucess with one fire support (LRM Boat) A scout and a pair of brawlers.....Catapult Jenner and a pair of atlas actually. Jenner finds targets....LRMs soften him up and the atlases lumber over to finish him off. It only really got harry once when we had 2 Jenners on us at one point and had to back agianst a wall and call spot for the LRM boat until our Jenner could get there.
     
  5. LaznAzn

    LaznAzn Junior Member

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    Eight Jenners.
    Each with four or six medium lasers. Split into two teams of four and focusing a single target at a time.
    80-120 damage to each leg, enough to kill any heavy 'Mech in the game in one shot, enough to one shot most Atlas builds, enough to shred enemy Jenners.

    Remember, phase 2 will not be match weight classes anymore, any team comp will be possible. Before the match making was weight-class based I was in a coordinated group with medium laser Jenners, we even went against an all Atlas team and shredded them in 1 shot passes (this was when Jenner still tripped). Eight AMS, 32-48 medium lasers and 148KPH with the addition of no tripping? Eight Jenners offers the flexibility of being able to stop or initiate caps, and the ability to focus fire and kill any 'Mech in the game in a single pass.

    That's likely what I'd want to try when Phase II is in. ;)
     
  6. Crankwerk

    Crankwerk Active Member

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    First for Role Warfare to come into play , way more than now - the mission types and size of maps offer little value of certain roles as indicated in the Developer Blog on Role Warfare

    To add more to each role, equipment, utility and more modules need to be released as current ones focus mainly information relevant to kill targets quicker or keep a target locked behind you even.

    So hence the relevant roles seen from an RPG perspective is Damage Dealer support, Tank and Assault(offense spec tanked) is 3 roles relevant in MechWarrior at this current date, for a more complex layered situation its 5 roles, Locker (read dumb scout), Indirect damage dealer, direct damage dealer, Tank and Assault (offense spec tank)

    Utility roles doesn't seem to have a given place at this current point.
     
  7. Mythweaver

    Mythweaver Advanced Member

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    “Role” Call:
    The Anchor:
    The centre point around which all other activity takes place. These units are usually an assault or heavy ‘mech that all other lance members use as a marker, or focus, in order to maintain an overlapping and effective threat range. These ‘mechs are the primary target of enemy units within range, buying time for lance mates to bring their firepower to bear.

    Command: The ‘mech that the Lance or Unit Leader pilots during the engagement. Usually a heavy or Assault class ‘mech as they are designed to take a lot of damage, ensuring the longevity of that command.

    The Damage Dealer: The primary task of these units is to deal out massive amounts of damage to enemy ‘mechs; anywhere from Short, up close and personal ranges to the medium ranges where most engagements take place.

    The Distraction: These units use their speed and durability to close with and occupy enemy ‘mechs in order to buy time for the damage dealers to close within range.

    The Fast Mover: These units are best suited to situations where they can use their superior speed and manoeuvrability to pursue enemies, gather information or take objectives. They are not usually expected to hold these objectives or stay far outside the formations effective threat range for very long, unless absolutely necessary.

    The Harasser: Units whose task it is to attack enemy ‘mechs from the flanks or rear in order to harry them, separating them from their team mates preventing them from focusing their firepower.

    The Pursuer: These units are tasked with the pursuit and destruction of enemy ECM, Fast Movers and Harassers; concentrating on the protection of the Assault and Heavy ‘mechs within the lance. Pursuit units are usually light or fast medium ‘mechs themselves.

    The Scout: Usually a part of the Fast Movers Role, these units are the information gathering and forward observing units within the formation.

    The Support (Direct Fire): These units provide teams with a constant barrage of weapons fire, usually having either a high rate of fire like the AC 2, or an exceptionally hard hitting round like the Gauss Rifle. Weapons with an extremely long range are an asset. All of the Auto Cannons, with the possible exception of the AC 20, are a part of this classification. The Particle Projectile Cannon and the Large Laser are the Energy equivalent used for direct fire support.

    The Support (Indirect Fire): These units provide support fire using Long Range Missile batteries to initiate and maintain highly destructive barrages able to ignore intervening terrain and friendly units. With the aid of Artemis IV and spotters using TAG or NARC Beacons, these units are often the deciding factor in any engagement.


    These role classifications are taken from a Tactical paper I wrote for the 'CXII Tikonov Grenadiers' and the 'Iron Sharks' units on NGNG Team Speak Server. I will post a link when I get a chance from home. I felt the entire thing was too big to copy here. The papers purpose was to give guidelines for newer lances on how to build an effective team that will cover all of the above rolls with redundancy.

    Mythweaver
     
  8. Marukeru

    Marukeru Benefactor

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    I hope to have the opportunity to read this paper that you've written. I like to be able to classify roles and it helps with defining strengths in a group as well as it's weaknesses.
     
  9. Tuku

    Tuku Well-Known Member

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    Thats a cool idea :) I do belive that I would be an Archon with the way I pilot my Atlas.

    Because apparently I am an egotistical bastard I typed Archon as if I was some god instead of Anchor
     
  10. Mythweaver

    Mythweaver Advanced Member

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    The paper is actually 52000+ characters so I am working right now on a three part version so I can post it here under general discussion.

    Here is the link to the CXII Tikonov Grenadiers web page and forum. I have that paper as well as a few others posted there in the War Room if you wish to see it sooner. You have to sign up to the forum in order to view the War Room though and there is a questionaire to answer in order to be considered for access. (Not my Idea)

    We group together on the NGNG outreach server #3 if you wish to speak with me. Also when you fill out the questionaire mention my name; it may or may not help.

    tikonovgrenadiers.enjin.com/


    The Anchor position is usually taken by the Lance Commander but this is not always the case, sometimes an LRM or Direct Fire Support 'Mech can fill this role as well.


    Mythweaver
     
  11. Tuku

    Tuku Well-Known Member

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    You know that there is a guides/articles set up on this place yea? I don't know how to do it but I am sure Michael can get you set up with the ability to post that thing a a guide :)

    Also I have run with 112th Tikonov on NGNG before....Good guys good guys :)
     
  12. Michael

    Michael Grand Poobah

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    If someone wants to post a guide they can post it, I'll review it and then I can escalate it into a GUIDE from there.
     
  13. Tuku

    Tuku Well-Known Member

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    ahhh so thats how that works! ok
     
  14. skribs

    skribs Min-Max Maniac

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    I'm a fairly green pilot in MWO. I'm used to MMOs which have vastly different role structure. Just to make sure I'm understanding right, the roles I see mentioned a lot in the forums are (and what I think they mean):

    Scout: someone who runs ahead, preferably with a lot of speed and jump jets. Primary job is to spot the enemy for indirect fire support (AKA LRM boats). Some overlap with harassing.
    Harasser: light or medium mech who runs around bigger mechs and whittles them down, much like Bruce Lee against a very big fighter. Requires more piloting skill than I currently have (working on it).
    Brawler: generally a heavy or assault mech with heavy, close range firepower and a lot of armor. Meant to be in the mix, dealing a lot of damage up close and able to take the hits.
    Sniper: almost always using ER PPC and/or Gauss, pinpoint damage good from range.
    LRM Boat: hopefully making use of a scout to launch LRMs from range.

    Am I missing anything? Am I wrong on anything? Or have I been learning from the text well?

    ETA: From what I can tell, medium mechs don't really fit on this list, except maybe the chassis that plays like a light. Mediums tend to be too slow for scouting and too light to carry the weapons needed for anything else. Please correct me on what their purpose is, because I don't personally see it.
     
  15. Marukeru

    Marukeru Benefactor

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    First off, ETA confused me as it generally means "Estimated Time of Arrival".
    Secondly, Mediums fit into various roles.
    Thirdly, we can mix Sniper and LRM boat into support as Direct and Indirect Fire Support.

    I run Centurions and Hunchbacks, both make great skirmishers, harassers, brawlers, anti-scouts, and can even fit into some support roles.
    Stating that mediums are slow is due to lack of knowledge, all of my medium 'mechs move at speeds between 87.2kph and 105kph.
    They are also fairly armored with ratings between 304 and 336 for total armor.
    And firepower is between 22 and 45 depending on the 'mech and it's purpose.

    I play my mediums as Skirmishers/Harassers, making good use of their hardpoints and speed to maneuver through buildings and terrain to hit an enemy and hide before hitting them again.


    As for your reference towards the Cicada, it would play like a larger Light 'mech in most situations, making a good scout, skirmisher, harrasser and sometimes playing the role of support via direct fire depending on pilot.
     
  16. skribs

    skribs Min-Max Maniac

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    ETA can also mean Edit To Add.

    When I said slow, I more meant compared to lights, i.e. too slow for scouting. While their armor and weapons can be up there, I dont see how a medium would make for a better brawler or fire support than a heavy or assault. I wouldnt mind hearing why they do, though.

    What is the difference between harasser, skirmisher, and brawler?
     
  17. Michael

    Michael Grand Poobah

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    IMO

    Harasser: Something like a Jenner? Agile, mobile and hostile. Not built to do more than flanking maneuvers and single passes at that.

    Skirmisher: Cicada, Centurion, blah blah blah. Built to dish out a little bit and stay on the outskirts of the heavy battle.

    Brawler: Up close and in your face. Designed to stay in it so you can win it! No retreat (cause I'm too slow), no surrender.
     
  18. skribs

    skribs Min-Max Maniac

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    In other words a harasser passes by and gets a shot or two before escaping, and a skirmisher circles around?
     
  19. Michael

    Michael Grand Poobah

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    Yep!
     
  20. Mythweaver

    Mythweaver Advanced Member

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    Here is another small bit from a paper I wrote on this very topic. I am currently working on a Forum friendly version I wil post by the end of the weekend....God willing.

    Light Battlemechs
    Weight: 20 – 35 Tons
    Speed: 80-130 KPH
    Armor: Lightly armored, relying on speed to avoid damage.
    Fire Power: Light to Medium armament, not intended to engage the enemy directly.
    Effective Threat Range: Short, Medium or Long (Due to Distances Travelled)
    Role: Reconnaissance (P), Pursuer(S), Harasser(S), Fast Mover (P)
    Special Features: Jump Jets, ECM, Capture accelerator, Sensor Range and Information Gathering Modules

    Medium Battlemechs
    Weight: 40 – 55 Tons
    Speed: 60-100 KPH
    Armor: Medium armor values, only intended to keep the attention of heavier enemies long enough for heavy and assault ‘mechs to close the distance.
    Fire Power: Medium to Heavy armament, expected to close quickly with an enemy to cause heavy damage before breaking away. Not intended to stand toe to toe with an enemy.
    Effective Threat Range: Short to Medium (Long for Faster Variants)
    Role: Pursuit (P), Harasser(S), Support (P), Distraction (P), Fast Mover(S)
    Special Features: Jump Jets, ECM, Capture accelerator, Sensor Range and Information Gathering Modules.

    Heavy Battlemechs
    Weight: 60 – 75 Tons
    Speed: 50-70 KPH
    Armor: Heavy armor, able to remain effective under a continuous barrage of enemy fire long enough to allow other heavy and assault ‘mechs to close with an enemy.
    Fire Power: Usually mounting direct or indirect fire support weapons that are able to deal out large amounts of damage to enemy ‘mechs and to maintain fire for extended periods of time.
    Effective Threat Range: Medium to Long
    Role: Command(S), Anchor(S), Support (P), Damage Dealer (P)
    Special Features: Jump Jets. Sensor Range, Information Gathering and Increased Magnification Modules

    Assault Battlemechs
    Weight: 80 – 100 Tonnes
    Speed: 40-60 KPH
    Armor: Maximum possible allowance in order to remain effective against multiple assailants.
    Fire Power: Maximum possible Damage at role specific Ranges. ie…Long range support.
    Effective Threat Range: Short, Medium and Long
    Role: Anchor (P), Command(S), Support(S), Damage Dealer (P)
    Special Features: ECM. Modules like the 360 degree Target Retention, Sensor Range and Increased Magnification.



    The P and S in brackets are there to designate Primary or Secondary Roles.

    In regard to the usefulness of Medium 'Mechs, it is my belief that they are the Backbone of any Lance. There should be at least one Medium 'Mech in every Lance. They bring so much redundancy to the fight that they are indespenceable. It needs to be understood also that everything I write is from the point of view of team play and not individual fighting.
     
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