Nevada Jack
06-26-2006, 06:57 PM
Hello everybody,
I’m Nevada Jack (I got that from an RPG game character of mine that was kick-butt…)
I am really looking forward to this game and I have a few thoughts about it as well. I haven’t played this game yet and I will probably hold off on XBL until I finish it off-line. However I have thought about this game and the RT’s and here are some off my thoughts, all feed back is welcome…
With only 6 on a team and only 6 RT’s I presume that most teams won’t have one of each ‘Hound on their team. Hybrids or dual role mech’s will probably see the most use. How each is loaded out will be interesting however. Dedicated mech’s will still be needed as well for they do one job and do it well.
Tac-Com: TC’s will be essential for the teams comm’s and battle response because from what I understand they can see “the battle-field” electronically and guide team members to key areas. I’m not so sure that a Tac-Com would be able to carry the heavy loads of a HG or Defender. A set of sniper weapons would probably be well suited for a TC. These guys will have to have a keen sense of awareness that will enable them to recognize enemy movement patterns and threat assessment. An ability to adjust to/and/or adapt to a dynamic battle-field will be vital in order to place the right units at the right time for the right conditions. This will be a tough job in my opinion. Your team will praise you or deride you.
Snipers: Every body loves them and everybody hates them. These guys will be essential for the Soldiers. Indeed most of these RT’s are geared to supporting the Soldier in my opinion. The Sniper should follow the soldiers in the combat line but outside of the hot-zone taking out targets of opportunity and major threats to the team i.e. “Oh crap it’s the Red Baron! Somebody get him!” If the enemies TC, Sniper or HG fall within the cross hairs of the Sniper, then that is icing on the cake. The main job I think will be to support the “front-line”. NA jammers would be very useful for these guys I think, anything that would help hide you or your signature from the other teams ‘Hounds is a good thing.
Scouts: These guys are the eyes on the ground. Sure the Tac-Com can say “Yeah, according to my display there are 2 enemy mech’s in that town.” While the guys on the ground will have to rely on the Scout to relay the info that; “Yeah and they are hiding behind the tall warehouse north-east of the railyards.” and if there are grid co-ordinates (God, I hope there is…) give those as well and what type of mech they are. Recognition of enemy mech’s will be important as well as speed. I’m not sure what kind of weapons load-out would be useful for them. I have a feeling that the sniper weapons are going to be too heavy for a speedy Scout. They should never engage the enemy unless it is for a ruse or there is no other choice to do so. Sneak, peek and retreat should be their motto. NA jammers would be very useful for these guys as well.
Heavy Gunners: Essentially these are artillery pieces; the “Kings of Battle”. Hopefully one would be able to saturate a location just using a grid co-ordinate and Scouts could relay eyes-on how effective that shot mission was. After a while players will “know” where the good spots are and the TC (if he is worth his salt…) will be able to direct arty fire into “blind locations” and saturate an area before the troops move in. I don’t know what kind of ranges that these beasts have, but they will probably be slow and have less armor in order to carry those heavy guns. If your HG position is discovered and under threat it will probably come to the Sniper to provide him with cover fire. I don’t know, but I wonder if there are “minimum ranges” for these heavy guns, reload time and the ability to aim accurately at close to medium ranges will be important to note. Depending on the weight carrying capacity of HG ‘Hounds, I assume that short range self-defense weapons or sniper weapons would be a good mix.
Defenders: These guys are the guardians of the gate. Defending the HQ, a COMBAS, or the TC or other vital area (or team-mate…) is there main role. Probably very slow, very up-armored and very deadly at medium to close range. These guys will probably be the toughest to take down single handedly. Tactical use of these guys will be interesting to see develop as the game and players evolve in the months ahead. Being able to recognize where to place these brutes will also be a key responsibility of the TC.
Soldiers: The core of the team. This is where I think you will see the most hybrids. The weapons for these guys will probably be numerous and I’m sure that they will want them all but can only carry so much due to weight. These guys will have to be mobile, yet armored and with lethal weaponry. More than likely medium range with a mix of long –or- short range weapons will be the usual sight on the battle-field. These guys will be best used in a type of fire team running in packs (probably in pairs or trio’s) and watching each others backs as they move forward and reach their objectives. They will also be chatter boxes and will annoy the TC (and probably the rest of the team…) with calls for Sniper cover, HG fire, Scout missions and a peanut butter and jelly sandwich to boot. These guys won’t be the “hero” types like the Sniper that took out the enemy TC, or the Scout that discovered him, or the HG that blew the **** out of the enemies HQ, or the DEF that held off 3 enemy mech’s, or the TC that put it all together. No, these guys will be the unsung hero’s that made it possible, the ones that paved the way, opened the hole, and ran to and fro fighting off the enemy. They live to die. These are the guys that take the objectives and walk into the valley of death …or town, or hill-top.
The most important key to any winning team however will be discipline. A good team will have to listen and have discipline in order to have consistent success. Knowing when NOT to engage is just as paramount in knowing when to pull the trigger. A Sniper roaming off on his own is of no benefit to his team if he needed to be over-watching his team-mates of a potential threat.
All in all, I look at these RT’s as layers; each supporting the other. Like fingers of a hand that becomes a fist to smite it’s enemies. Teams will have to “Hunt as a pack or die like a dog.”
Good Hunting!
PS: These are just my thoughts on this, they may pan out or they might be just so much bull doo-doo. Sorry for the long post, I hope I was able to contribute to the board.
Question: Will there be a tactics forum or is that what the RT boards are for? Thanx.
I’m Nevada Jack (I got that from an RPG game character of mine that was kick-butt…)
I am really looking forward to this game and I have a few thoughts about it as well. I haven’t played this game yet and I will probably hold off on XBL until I finish it off-line. However I have thought about this game and the RT’s and here are some off my thoughts, all feed back is welcome…
With only 6 on a team and only 6 RT’s I presume that most teams won’t have one of each ‘Hound on their team. Hybrids or dual role mech’s will probably see the most use. How each is loaded out will be interesting however. Dedicated mech’s will still be needed as well for they do one job and do it well.
Tac-Com: TC’s will be essential for the teams comm’s and battle response because from what I understand they can see “the battle-field” electronically and guide team members to key areas. I’m not so sure that a Tac-Com would be able to carry the heavy loads of a HG or Defender. A set of sniper weapons would probably be well suited for a TC. These guys will have to have a keen sense of awareness that will enable them to recognize enemy movement patterns and threat assessment. An ability to adjust to/and/or adapt to a dynamic battle-field will be vital in order to place the right units at the right time for the right conditions. This will be a tough job in my opinion. Your team will praise you or deride you.
Snipers: Every body loves them and everybody hates them. These guys will be essential for the Soldiers. Indeed most of these RT’s are geared to supporting the Soldier in my opinion. The Sniper should follow the soldiers in the combat line but outside of the hot-zone taking out targets of opportunity and major threats to the team i.e. “Oh crap it’s the Red Baron! Somebody get him!” If the enemies TC, Sniper or HG fall within the cross hairs of the Sniper, then that is icing on the cake. The main job I think will be to support the “front-line”. NA jammers would be very useful for these guys I think, anything that would help hide you or your signature from the other teams ‘Hounds is a good thing.
Scouts: These guys are the eyes on the ground. Sure the Tac-Com can say “Yeah, according to my display there are 2 enemy mech’s in that town.” While the guys on the ground will have to rely on the Scout to relay the info that; “Yeah and they are hiding behind the tall warehouse north-east of the railyards.” and if there are grid co-ordinates (God, I hope there is…) give those as well and what type of mech they are. Recognition of enemy mech’s will be important as well as speed. I’m not sure what kind of weapons load-out would be useful for them. I have a feeling that the sniper weapons are going to be too heavy for a speedy Scout. They should never engage the enemy unless it is for a ruse or there is no other choice to do so. Sneak, peek and retreat should be their motto. NA jammers would be very useful for these guys as well.
Heavy Gunners: Essentially these are artillery pieces; the “Kings of Battle”. Hopefully one would be able to saturate a location just using a grid co-ordinate and Scouts could relay eyes-on how effective that shot mission was. After a while players will “know” where the good spots are and the TC (if he is worth his salt…) will be able to direct arty fire into “blind locations” and saturate an area before the troops move in. I don’t know what kind of ranges that these beasts have, but they will probably be slow and have less armor in order to carry those heavy guns. If your HG position is discovered and under threat it will probably come to the Sniper to provide him with cover fire. I don’t know, but I wonder if there are “minimum ranges” for these heavy guns, reload time and the ability to aim accurately at close to medium ranges will be important to note. Depending on the weight carrying capacity of HG ‘Hounds, I assume that short range self-defense weapons or sniper weapons would be a good mix.
Defenders: These guys are the guardians of the gate. Defending the HQ, a COMBAS, or the TC or other vital area (or team-mate…) is there main role. Probably very slow, very up-armored and very deadly at medium to close range. These guys will probably be the toughest to take down single handedly. Tactical use of these guys will be interesting to see develop as the game and players evolve in the months ahead. Being able to recognize where to place these brutes will also be a key responsibility of the TC.
Soldiers: The core of the team. This is where I think you will see the most hybrids. The weapons for these guys will probably be numerous and I’m sure that they will want them all but can only carry so much due to weight. These guys will have to be mobile, yet armored and with lethal weaponry. More than likely medium range with a mix of long –or- short range weapons will be the usual sight on the battle-field. These guys will be best used in a type of fire team running in packs (probably in pairs or trio’s) and watching each others backs as they move forward and reach their objectives. They will also be chatter boxes and will annoy the TC (and probably the rest of the team…) with calls for Sniper cover, HG fire, Scout missions and a peanut butter and jelly sandwich to boot. These guys won’t be the “hero” types like the Sniper that took out the enemy TC, or the Scout that discovered him, or the HG that blew the **** out of the enemies HQ, or the DEF that held off 3 enemy mech’s, or the TC that put it all together. No, these guys will be the unsung hero’s that made it possible, the ones that paved the way, opened the hole, and ran to and fro fighting off the enemy. They live to die. These are the guys that take the objectives and walk into the valley of death …or town, or hill-top.
The most important key to any winning team however will be discipline. A good team will have to listen and have discipline in order to have consistent success. Knowing when NOT to engage is just as paramount in knowing when to pull the trigger. A Sniper roaming off on his own is of no benefit to his team if he needed to be over-watching his team-mates of a potential threat.
All in all, I look at these RT’s as layers; each supporting the other. Like fingers of a hand that becomes a fist to smite it’s enemies. Teams will have to “Hunt as a pack or die like a dog.”
Good Hunting!
PS: These are just my thoughts on this, they may pan out or they might be just so much bull doo-doo. Sorry for the long post, I hope I was able to contribute to the board.
Question: Will there be a tactics forum or is that what the RT boards are for? Thanx.