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Generally, Assaults are slow, in need of guarding, and are made to be center-points in an assault that tank damage for the team while vomiting oppressive amounts of firepower to kill or intimidate enemies. They are lynch pins for the team, but are vulnerable due to slow speeds and narrow turn angles.
Personally, I play like so:
1) Slow Heavies I play like mini-Assaults. I load them up with guns and basically act like a guardian angel or support for Assaults that don't have as wide a torso twist to cover targets. They're strong mid-game, but not so much early or late game.
2) Fast Heavies I play like big Mediums. I skimp a little on weapons but load up on engine and armor. I usually go for short-range brawlers or mid-range skirmishers so that I can get in, strike, and get out while maximizing my damage. They're strong early-game and late-game, but not so much mid-game.
3) Fast Assaults I play like big Heavies. I'll crank up the engine size and their armor, and skimp a little on the guns. The idea is that fast Assaults will keep up with the Heavy Mechs and provide strong fire support. They're ideal for tactics that center on quick movement and hard early strikes, even if they don't have the PPFLD or staying power of their slower counterparts. They're strong early and mid-game, but not late-game.
4) Slow Assaults I play like a wind-up toy that waddles in one direction. Basically, I work with the team to try to stay as close to the center of the battle-line as possible, so that I don't get picked off by flankers. The center also tends to be the hottest zone of combat, which is where my guns and armor are typically most needed. I move the Mech slowly from position to position while vomiting excessive amounts of firepower designed to kill, maim, or intimidate the opposition as a form of cover for the Heavy Mechs that rush them. Slow Assaults can be strong mid-game and late-game, but are usually weak and very vulnerable early-game.
Should be common sense honestly. They have more health and do more damage.
Only when your mech is fresh and theirs is damaged. Or when they are a LRM boat and you a brawler.
Try headshotting, I can do it against Atlas, I've seen plenty trying it when I am a Battlemaster.
Don't try to 1v1 an assault in a heavy generally speaking. You are too slow to get around them very well and are thus functionally, in that fight, a less heavily armed and armoured assault.
Depends on your ability to utilize cover. If you are fast enough you can bait out shots and fight people head on.
That depends on the Mechs involved and the pilots' relative skills. You could use some Heavies to kill some Assaults, certainly, in a head-on fight. Been there, done that, got the t-shirt. :)
For new players though, it is generally a good rule of thumb to avoid head-on fights. Once you've got experience though, then this becomes more of a gray area to be decided by said experience.
Oh its not impossible, but at that point it comes down to player skill with stuff like aiming. When the assault spreads its damage over all 3 torsos while the heavy gets to hit only the CT well yeah the heavy wins.
Or heat, an assault at 80% heat wont be able to fire much when a heavy shows up in his face in a cold state.
Its a huge gamble for certain with the lower tonnage mech being at a huge disadvantage.
Ao you will buy many heavy mech and assault mech.
I like annihilator with 2 heavy gauss. You cant install 2 HG to heavy mech.
Typically, I either poke them, flank them, or not have their focus e.g more team mates present, or another assault on hand.
That's from a quick play perspective, if it's Solaris, someone else is more qualified. Sometimes convergence can be an issue. For example a king crab dakka claws build suffers from bad convergence, and if you get up in their face you can CT them.
Of course you can:
TNS-5S[mwo.smurfy-net.de]
It's hurtful too.
Its usually a bad idea to go one on one with a fresh Assault even if you are a fresh Heavy mech.