Difference between revisions of "Asset Roles"

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'''Welcome to the MWLL Asset Bible!'''
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An '''asset''' is anything in the game that a player can pilot, from [[BA]], to mechs, to [[aerospace]], to other [[vehicles]]. The term "asset" is sometimes used interchangeably with [[chassis]] and typically includes every [[variant]] of each [[chassis]].
  
One of the biggest problems many new players run into is trying to decide what asset to pick for their current strategic situation. A number of factors need to be taken into account in order to make an informed choice as to what asset to bring and when.
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'''Variants''' are given a designation of Prime, A, B, etc, and sometimes given a nickname like "[[Madcat_MKII#Variant E - "Siege Engine"|Siege Engine]]" or "[[Raven#Variant D - "Muninn"|Muninn]]."
  
This guide is designed to remedy this problem through providing a brief overview of roles an asset can play, providing some examples to get you started, and a run-down on the thought process that goes into choosing the right asset for you.
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Each variant's usefulness for any given situation is dependent on [[Game Mode]], [[Terrain_Control_Guide#Bases|Logistics]], and [[Battlefield Awareness]].
  
For a more in-depth look at assets available '''at the start of the game''', check out the [[Starter Asset Guide]].
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Each variant functions best in one or more roles. These roles are listed below.
  
==Types of Assets==
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==Generalist==
Assets can be sorted in many different ways, but these are the most common:
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Some Assets have [[weapon]] and [[equipment]] loadouts designed to allow them to be at least somewhat effective at all ranges. This can make the Generalist less effective when facing specialized enemies in their optimal engagement [[range]]. 
* Weapon Range
 
* Unit Type (Armor, VTOL, Aerospace, Mech)
 
* Unit Class (Examples: Main Battle Tank, Lights, Mediums, Heavies, and Assaults, Light Tanks, Hovercraft)
 
* Price Category (cheap, early-game or expensive, late-game)
 
  
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Examples of Generalists include:
  
==Sorted by Weapon Range==
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Mech: [[Uller#Prime|Uller Prime]], [[Cauldron Born|Cauldron Born Prime]], [[Argus|Argus A]], [[Osiris#Variant G|Osiris G]]<br>
Weapon Range is usually the easiest way to sort assets, as tells you the most about an asset's basic combat capabilities.
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Vehicle: [[Mars#Prime|Mars Prime]], [[Mithras#Variant_A|Mithras A]], [[Goblin#Variant_A|Goblin A]] Note: Very few vehicles fit the generalist role. Nearly all of them are focused on one particular role or another.
  
 
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==Brawler==
===Brawlers (Point-Blank to Close Range)===
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Brawlers are assets that function best when fighting in close quarters. Usually between 0-450m. This makes them an ideal choice when trying to hold or capture an [[base|objective]]. Weapons like [[UAC20]] have a high [[DPS]] and a very short [[range]] making them ideal for brawling. Other weapons, like [[Gauss]], while poor in terms of DPS, perform excellently at short range and function well in a [[turn fight]], allowing the asset to [[damage spread]] more effectively. Other traits that are good for brawlers include high [[armor]], 360° [[torso rotation]], [[MASC]], [[GECM]], [[flamers]], and [[jump jets]]. Many of the best assets at [[tanking]] are brawlers since they provide the greatest distraction for the enemy when in close range.
For those of you who like to get cuddly with your opponents, Brawling Assets are for you. Brawlers are armed to the teeth with short-range weapons, and are either a wall of armor, or are so ridiculously fast that they don't need armor. The effective range of Brawlers reach from 0m-400m, but this of course varies based on weapon loadout. Brawlers get their firepower, heavy armor, and blinding speed due to range being heavily weighted in the BattleTech universe.
 
  
 
Examples of Brawlers include:
 
Examples of Brawlers include:
  
Mech: [[Uller|Uller B]], [[Osiris|Osiris Prime, A and F]], [[Shadow Cat|Shadow Cats A and B]], [[Ryoken|Ryoken B]] and [[Bushwacker|Bushwackers A and G]].<br>
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Mech: [[Uller|Uller B]], [[Osiris#Variant_F_-_.22Rudolph.22|Osiris F]], [[Shadow Cat|Shadow Cats A and B]], [[Ryoken|Ryoken B]] and [[Bushwacker|Bushwackers A and G]].<br>
Vehicle: [[Hephaestus]], [[Harasser|Harasser Prime]], most [[Demolisher]]s
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Vehicle: [[Morrigu|Morrigu D]], [[Harasser|Harasser Prime]], most [[Demolisher]]s.
 
 
 
 
===Skirmishers (Close-Medium Range)===
 
Skirmishers are the work-horses of any army. They flit from cover, use [[Electronic Warfare]] as a crippling advantage, and are at an advantage in situations where various tactics, such as Ambushes, Line Combat and Flanking, are valid means of winning an engagement. The armoring of a Skirmisher can vary greatly, ranging from the paper-thin plating of the [[Uller]], to walls of armor such as the [[Warhammer]], [[Bushwacker]] and the dreaded [[Daishi]]. Skirmishers are most often slower than brawlers, and usually trade any MASC for a set of Jump Jets, where applicable. As for armaments, Skirmishers are outfitted with a variety of ranged weaponry, usually focusing on burst damage and short windows of engagement. The range of skirmishers range from 400-700m, sometimes reaching out to 900 or 1000m at a stretch.
 
 
 
  
===Glass Cannons(Short-Long Range)===
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==Skirmisher==
Glass Cannons are fire-support assets, mounting the biggest, baddest guns C-bills can buy. These weapons are most often [[Autocannons]] and their variants, having both incredible DPS and burst damage. Anything with abnormally large amounts of guns for it's weight class, however, is a Glass Cannon. These types of assets come in two flavours, both of which skimp on armor. The first type is slow and sluggish, but has a serious battlefield presence. The [[Rifleman]] and the [[Huit]] are ideal examples of this kind of asset, mounting enough gun to turn most Heavies to cheesecloth in a matter of seconds. The second kind of glass cannon is fast and stealthy; [[Black Lanner]]s and [[Solitaire]]s fall into this category. They either follow a pattern of getting in, dishing out pain, and getting out (often overlapping roles with the scout, but more damage-focused), or engaging foes from just outside their maximum effective range.
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Skirmishers typically use [[cover]] at [[medium-range]] while their weapons [[recharge]]. Skirmishers prefer high [[burst damage]] weapons and avoid [[staring]]. Skirmishers often use [[Electronic Warfare]] options like [[LAMS]] to deny missiles and [[GECM]] or [[passive radar]] to deny the enemy [[battlefield awareness]] when out of line of sight.
  
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==Fire-Support==
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Fire-support assets, sometimes called '''"glass cannons"''', trade armor for weapons. There are two main kinds of Fire-Support assets. The first kind are slow assets like the [[Mauler]] and the [[Huit]]. The second kind are fast assets like [[Loki]]s and [[Regulator]]s. Fire-Support assets usually rely on either having a longer [[range]] than their enemies, or are dependent on allies to distract enemies and to [[tanking|tank]] damage away from the fire-support.
  
===Snipers (Long-Extreme range)===
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===Sniper===
 
Usually mounting primary weapons designed for 700m+ engagement, Snipers are built around maintaining a range advantage, which in many cases is the only advantage of a Sniper. Snipers vary in speed based on their purpose, for example, the Puma or the Avatar can be considered fast, but not as fast as Brawlers and some Skirmishers. The only reason for a Sniper to have a speed advantage is if it is designed to kite it's opponents. There are a variety of different types of snipers, to accommodate for the large variety of long-range weapons and engagement styles featured in MWLL.
 
Usually mounting primary weapons designed for 700m+ engagement, Snipers are built around maintaining a range advantage, which in many cases is the only advantage of a Sniper. Snipers vary in speed based on their purpose, for example, the Puma or the Avatar can be considered fast, but not as fast as Brawlers and some Skirmishers. The only reason for a Sniper to have a speed advantage is if it is designed to kite it's opponents. There are a variety of different types of snipers, to accommodate for the large variety of long-range weapons and engagement styles featured in MWLL.
  
====The LRM Boat====
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===Missile Boat===
This unit mounts some sort of guided long-range missile, thin armor and often a lot of free tons for ammo. LRM Boats usually engage from their maximum range (1000m) or outwards to 1500m when used in conjunction with a NARC or TAG. They are capable in many roles such as AA, precision attacks, area denial and rage-generation.
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'''Missile Boats''' are assets equipped with lots of mid- to extreme long-[[range]] [[lock on|guided]] missiles. These assets often lack [[armor]] and usually carry extra tons of [[ammo]]. Missile Boats often struggle against enemies that come into close-range and benefit from having nearby allies. Alternatively, Missile Boats can find a [[LRM Camping|vantage point]] overlooking the battlefield in order to rain down weapons-fire unopposed. With adequate allied [[support]] in the form of [[NARC]] or [[TAG]], Missile Boats can launch their missiles from [[hide|hiding]] and [[flick]] them to deal [[indirect damage]]. Missile Boats that stay off the front lines risk having their allies lose, outnumbered in close combat, to an enemy [[death ball]]. Missile boats must find balance between playing it safe being a team-player.
 
 
'Mechs like the [[Uller|Uller G]], [[Uziel|Uziel F]], [[Catapult|Catapult Prime]] and [[Vulture|Vulture C]] are the most common dedicated LRM Boats found in [[MWLL]].
 
 
 
====The Artillery Piece====
 
This category is reserved for assets that utilize the [[Arrow IV]] missile system and the [[Long Tom Artillery Tank]]. These assets take the LRM Boat theme to the extreme; with NARCs, TAG and/or C3 on the field, these assets can devastate the enemy team. However, these assets are absolutely helpless if engaged in conventional combat and require protection from teammates in order to function properly. Artillery Pieces are also very vulnerable to harassment from air units, especially VTOLs.
 
 
 
The [[Catapult|Catapult C]], [[Mad Cat MKII|Mad Cat MKII C]], [[Demolisher|Demolisher C]] and the [[Long Tom]] are the quintessential artillery assets of [[MWLL]].
 
 
 
====The JumpSniper====
 
A popular variant of the Sniper, the JumpSniper is taking the great idea of extreme range advantage, and putting rocket thrusters on it. [[Poptarting]] can create unpredictable engagement windows, and while it isn't particularly easy in MWLL, it is effective when done correctly. Any Aerospace or VTOL with Sniper weapons counts as one of these due to the nature of how they engage targets.
 
 
 
The [[Solitaire|Solitaire E]], [[Uziel|Uziels Prime and A]], [[Shadow Cat|Shadow Cat C]], [[Thor|Thor E]] and [[Avatar|Avatar B]] showcase the concept of JumpSnipers in 'Mech form.
 
 
 
 
 
===General Purpose===
 
Some Assets have weapon loadouts designed to allow them to be effective at all ranges, and while this may reduce their effectiveness at specific ranges, it ensures that they are always able to engage enemies. This kind of war machine is very rare in the BattleTech universe, as they are ineffective compared to specialized assets. Unless all their weapon ranges overlap, which requires a specific engagement range which isn't always possible, resulting in the general purpose asset being disadvantaged.\
 
 
 
====The Scout====
 
A Scout is a role-specific sub-variant of the Brawler, Scouts are the speed-demons, mounting a disproportionate engine and a plethora of electronics. Their primary purpose is to keep the team supplied with information, and keep the enemy team on their feet, with annoying, attention-grabbing attacks. A single scout mech can turn the tide of battle, keeping artillery supplied with live information, distracting and antagonizing dangerous enemies, and hammering lightly armored enemy mechs.
 
 
 
An important piece of equipment for a scout is the [[C3]] module, and [[BHP]] or [[BAP]] radar enhancements. The C3 shares radar data between other friendlies within 1000m and earns you C-bills, and keeps a large team connected and updated with enemy contact info.
 
 
 
Most of the [[Raven]]'s variants fit into this category. Many [[Owens]], the [[Hephaestus]] Prime/B/C, and the [[Chevalier]] A/B are also cheap valid early scout choices.
 
 
 
 
 
====The Supporter====
 
A number of assets are built for aiding and assisting your team in various ways:
 
 
 
*Anti-Air: Many [[Partisan]]s and [[Huit]]s are designed to function as Anti-Air platforms, where they park behind their team and work to drive off any opposing air assets.
 
 
 
*Ammo: [[APC]]s can be deployed and left for the rest of the battle in places to allow for teammates to reload ammo and provide friendly [[Battle Armor]] a place to spawn closer to the front.
 
 
 
*Marking Targets: Units with [[NARC]] rounds paint targets for other friendlies, allowing for all friendly missiles to seek without lock. [[Battle Armor]] using [[TAG]] also fit here, helping to spot for any Artillery Pieces on their team.
 
 
 
*Team ECM: [[AECM]] is also helpful to a team, it partially hides friendly units within 150m from [[radar]], and temporarily disables enemy [[NARC]] beacons within that range, possibly saving the life of a teammate being hammered by missiles. Many scout units and some more support-oriented units carry this equipment, like the [[Raven|Raven G]] or [[Black Lanner|Black Lanner C]].
 
 
 
 
 
==How do I know what asset to pick, when?==
 
 
 
There's a lot of factors that go into this process and you will want to answer a few questions when looking at assets, such as:
 
 
 
  
* '''What is the map like? Is it flat and open, or filled with cover and very tight?'''
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Note: While [[cSSRM]]s do meet the above criteria, assets equipped with lots of SSRMs or HE [[ATM]]s, are generally not considered "missile boats" for the purpose of this role description. Those assets fit better into the [[Brawler]] and [[Skirmisher]] roles.
  
This determines whether you will want to bring a Brawler or a Sniper. Also, LRM Boats do not work well on maps that contain a lot of cover, even if there is enough room to work with as your targets will hide from your barrages or JumpSnipe you. Hovercraft like the [[Hephaestus]] and [[Harasser]] tend to be better choices on open, flat maps such as [[TC_DeathValley]] as there are less obstacles to get stuck on.
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Examples of Missile Boats include:<br>
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Mech: [[Uller#Variant_G|Uller G]], [[Uziel#Variant_F|Uziel F]], [[Catapult#Prime|Catapult Prime]], [[Daishi#Variant_F_-_.22Beehive.22|The Beehive]] and [[Vulture#Variant_C|Vulture C]]<br>
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Tank: [[Partisan#Variant_C|Partisan C]]
  
Also, large maps will typically favour faster assets, in order to get to the front line more quickly. Hotter maps will demand cooler-running assets, while cold maps allow for a wider asset selection.
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===Artillery===
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This category is reserved for assets that utilize the [[Thumper]], [[Sniper Artillery|Sniper Artillery Cannon]], [[Arrow IV]] missile system and the [[Long Tom Artillery Tank]]. In the case of Arrows, these [[asset]]s take the [[Asset_Roles#Missile_Boat|Missile Boat]] theme to the extreme; with [[NARC]]s, [[TAG]] and/or [[C3]] on the field, these assets can devastate the enemy team. However, these assets are often helpless or weak if engaged in conventional combat and require protection from teammates in order to function properly. Artillery Pieces are also very vulnerable to harassment from air units, especially [[VTOL]]s.
  
When playing on an unfamiliar map, take a moment before spawning in and look around. You can also see some of the assets other players have picked, and this will help inform your choice once you spawn in.
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The [[Catapult|Catapult C]], [[Madcat MKII|Mad Cat MKII C]], [[Marauder#Variant C|Marauder C]], [[Schrek#Variant G - "KV-2813"|Schrek G]], [[Mars#Variant G - "Knock Knock"|Mars G]], [[Mars#Variant C|Mars C]], [[Behemoth#Variant E - "Sheila"|Behemoth E]], and the [[Long Tom]] are the quintessential artillery assets of [[MWLL]].
  
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NOTE: Many assets equipped with Artillery weapons cannot be purchased at [[Structures#Medium_Mech_Hangar|forward build bays]] even if weight restrictions would otherwise allow them to be purchased.
  
* '''What game mode am I playing?'''
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===JumpSniper===
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A popular variant of the Sniper, the '''JumpSniper''' is taking the great idea of extreme range advantage, and putting rocket thrusters on it. [[Gameplay Tactics#Poptarting|Poptarting]] can create unpredictable engagement windows, and while it isn't particularly easy in MWLL ([[JJ]]s cause one's own [[screen shake|screen to shake]]), it is effective when done correctly. Although many JumpSnipers are Fire-Support assets, some of them function more closely to [[skirmishers]], or even [[generalists]].
  
[[Terrain Control]] (TC) maps tend to call for a different approach than [[Team Solaris Arena]] (TSA) matches; since TC maps require attacking capture zones, they are often more close-quarters focused than TSA maps, even on large wide-open maps like [[TC_Frostbite]]. When playing TSA, the objective is to kill without being killed - long-range assets become more important, even on a small map.
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Examples of jumpsnipers include:
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[[Solitaire|Solitaire E]], [[Uziel|Uziels Prime and A]], [[Shadow Cat|Shadow Cat Prime and C]], [[Thor|Thor E]] and [[Avatar|Avatar B]]
  
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==Supporter==
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Supporters are assets with [[equipment]] that generally help allies more that it helps the supporter.
  
* '''What can I currently afford?'''
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Equipment that function well for supporters:
  
Keep in mind that vehicles are more cost-effective than 'Mechs in the same category, so when on a budget and in need of armor and/or firepower, consider a tank instead.
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* [[LAMS]] to shoot down missiles for allies
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* [[AECM]] to hide allies from enemy [[radar]] and [[NARC]]s
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* [[TAG]] and [[NARC]] to mark targets for allies
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* [[C3]] to share radar with allies
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* [[PDS]] to shoot at enemy [[BA]] and [[Aircraft]]
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* [[Flamers]] to kill [[BA]] and distract and [[overheat]] enemies giving allies more opportunity to aim and position themselves advantageously
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* [[AutoFlamers]] to [[overheat]] enemies and kill [[BA]]
  
For example, the [[Oro|Oro B]] carries more firepower and ammo than a [[Shadow Cat|Shadow Cat A]] for a full 2000 CBills less despite both assets being based around the same weapon, the [[UAC20]]. In a base defense situation, the Oro will likely be the better choice, since it can hold the line better than the 'Mech can by virtue of its heavier armor. The Oro is also much less vulnerable to being disarmed, as its main gun cannot be destroyed - the Shadow Cat, on the other hand, will often have its autocannon arm removed by a wily opponent.
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Examples of Supporters include: <br>
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Most [[Raven]]s, [[Hephaestus]], and [[Owens]]. [[Black Lanner|Black Lanner C]], [[Atlas#Variant_E_-_.22Master_.26_Commander.22|Master and Commander]].
  
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===Scout===
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Scouts are Supporters that are light and fast. Keep the team supplied with information about enemy locations, [[target lock]]s, and [[back capping]].
  
* '''What assets am I comfortable using?'''
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Equipment that function well for scouts:
  
Not everyone is OK with flying a [[VTOL]], playing as a [[Battle Armor]] or driving a painfully slow [[Demolisher]] into battle. If you're playing in a match you want to win, then by all means stick to what you're comfortable with.
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* [[MASC]] to travel more quickly
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* [[GECM]] or [[Stealth Armor]] to hide from enemies
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* [[C3]] to share radar with allies
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* [[BAP]] or [[BHP]] to locate enemies on [[radar]] more easily
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* [[TAG]] or [[NARC]] to acquire targets for allies
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* [[Jump Jets]] to take shortcuts around difficult terrain
  
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Examples of Scouts include:<br>
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Most [[Raven]]s and [[Owens]]. [[Solitaire#Variant_B|Solitaire B]]. Most [[Hephaestus]] and [[Chevalier]].
  
* '''What's the current strategic situation?'''
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===Backcapper===
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In [[Terrain Control]] games, Backcappers are Supporters that are light and fast. There is a lot of overlap between scouts and backcappers, but advanced [[electronics]] aren't required for backcappers to fulfill their role. Backcappers are very important in the [[Terrain_Control_Guide|late game]] as [[ticket bleed]] begins to speed up.
  
Your team's situation is also a factor. If your team is being harassed by aircraft or VTOLs, you may want to help them out by taking an asset good at anti-air duties. Giving your team the support they need can turn the tide in your favour; a good example of this is supporting a teammate that has [[Arrow IV]]s by taking an asset carrying [[NARC]]s and designating targets for them to vaporize. Conversely, avoid taking assets that do not aid your team's current state - buying an [[ELRM]] asset may be a poor idea when your team is having difficulty dealing with Jump Snipers or Brawlers breaking through the lines.
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Equipment that function well for Backcappers:
  
When in doubt, ask your team what is needed!
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* [[MASC]] to travel more quickly
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* [[GECM]] or [[Stealth Armor]] to hide from enemies
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* [[Jump Jets]] to take shortcuts around difficult terrain
  
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Examples of Backcappers include:<br>
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Nearly all [[Starter Asset|Starter Assets]]. [[VTOL]]s, [[Black Lanner]]s, [[Argus#Variant_B|Argus B]], [[Cauldron-Born#Variant_G_-_.22ChiliDog.22|Cauldron-Born G]], [[Bushwacker#Variant_E_-_.22Rushwacker.22|Bushwacker E]], and [[Loki#Variant_D|Loki D]].
  
* '''Am I spawning at my team's main base, or at a forward base?'''
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===Infantry and Ammo Support===
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[[APC]]s can be [[hide|hidden]] and abandoned to allow teammates to reload [[ammo]] and provide a [[spawn point]] for [[BA]] as well as a buy zone for [[BA Weapons]].
  
Forward bases often have tonnage limitations, and will only allow you to purchase assets at or below a certain tonnage. This again will narrow down your choices.
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While they don't provide ammo for other assets, the [[Hephaestus]] and [[Goblin]] provide a spawn point and weapons for BA. Unlike APCs, they will despawn if left unattended for too long.
  
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===Anti-Air===
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Anti-Air ground [[assets]] are assets with the ability to [[pitch]] up very high. Particularly those armed with:
  
* '''Are ammo reloads readily available?'''
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* Any [[LBX]]
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* Multiple [[RAC2]]s
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* [[Ultra Autocannon]] 2s and 5s
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* [[Gauss]]
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* Large groups of separate [[LRM]] launchers that are easily [[chain fire]]d to harass [[aerospace]]
  
If there are no places to reload, such as friendly APCs, 'Mech hangars or other map locations, consider avoiding assets with shallow ammo bins. Nothing is worse than running out of ammo at the turning point in a battle and being forced to retreat or dying as a result.
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Anti-air [[aerospace]] are [[dogfighter]] aerospace with good [[Air_Combat_Guide#Maneuvering_2|maneuverability]], lots of [[heat sinks]], and/or good [[damage multiplier]]s against other aircraft.
  
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Anti-air [[VTOL]]s are VTOLs with weapons with good [[damage multiplier]]s against other aircraft.
  
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Examples of Anti-Air include:
  
While this seems like a lot of things to keep in mind, the selection process will get quicker and more informed as you play more [[MWLL]] matches. Ultimately, experience is the best teacher for determining asset selection; take the time to experiment on the Free Testing servers and see what fits with your playstyle, then try a 'trial by fire' in a team game.
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Many [[Partisan]]s, [[Huit]]s, [[Rifleman|Riflemen]], and [[Blood Asp]]s. [[Fighter]] [[Sulla]]s, [[Sparrowhawk]]s, and [[Corsair]]s. [[Donar#Variant_G|Donar G]], [[Hawkmoth#Variant_B|Hawkmoth B]].
  
 
{{Navbox Guides}}
 
{{Navbox Guides}}
  
 
[[Category:Guides]]
 
[[Category:Guides]]

Latest revision as of 07:19, 12 September 2023

An asset is anything in the game that a player can pilot, from BA, to mechs, to aerospace, to other vehicles. The term "asset" is sometimes used interchangeably with chassis and typically includes every variant of each chassis.

Variants are given a designation of Prime, A, B, etc, and sometimes given a nickname like "Siege Engine" or "Muninn."

Each variant's usefulness for any given situation is dependent on Game Mode, Logistics, and Battlefield Awareness.

Each variant functions best in one or more roles. These roles are listed below.

Generalist

Some Assets have weapon and equipment loadouts designed to allow them to be at least somewhat effective at all ranges. This can make the Generalist less effective when facing specialized enemies in their optimal engagement range.

Examples of Generalists include:

Mech: Uller Prime, Cauldron Born Prime, Argus A, Osiris G
Vehicle: Mars Prime, Mithras A, Goblin A Note: Very few vehicles fit the generalist role. Nearly all of them are focused on one particular role or another.

Brawler

Brawlers are assets that function best when fighting in close quarters. Usually between 0-450m. This makes them an ideal choice when trying to hold or capture an objective. Weapons like UAC20 have a high DPS and a very short range making them ideal for brawling. Other weapons, like Gauss, while poor in terms of DPS, perform excellently at short range and function well in a turn fight, allowing the asset to damage spread more effectively. Other traits that are good for brawlers include high armor, 360° torso rotation, MASC, GECM, flamers, and jump jets. Many of the best assets at tanking are brawlers since they provide the greatest distraction for the enemy when in close range.

Examples of Brawlers include:

Mech: Uller B, Osiris F, Shadow Cats A and B, Ryoken B and Bushwackers A and G.
Vehicle: Morrigu D, Harasser Prime, most Demolishers.

Skirmisher

Skirmishers typically use cover at medium-range while their weapons recharge. Skirmishers prefer high burst damage weapons and avoid staring. Skirmishers often use Electronic Warfare options like LAMS to deny missiles and GECM or passive radar to deny the enemy battlefield awareness when out of line of sight.

Fire-Support

Fire-support assets, sometimes called "glass cannons", trade armor for weapons. There are two main kinds of Fire-Support assets. The first kind are slow assets like the Mauler and the Huit. The second kind are fast assets like Lokis and Regulators. Fire-Support assets usually rely on either having a longer range than their enemies, or are dependent on allies to distract enemies and to tank damage away from the fire-support.

Sniper

Usually mounting primary weapons designed for 700m+ engagement, Snipers are built around maintaining a range advantage, which in many cases is the only advantage of a Sniper. Snipers vary in speed based on their purpose, for example, the Puma or the Avatar can be considered fast, but not as fast as Brawlers and some Skirmishers. The only reason for a Sniper to have a speed advantage is if it is designed to kite it's opponents. There are a variety of different types of snipers, to accommodate for the large variety of long-range weapons and engagement styles featured in MWLL.

Missile Boat

Missile Boats are assets equipped with lots of mid- to extreme long-range guided missiles. These assets often lack armor and usually carry extra tons of ammo. Missile Boats often struggle against enemies that come into close-range and benefit from having nearby allies. Alternatively, Missile Boats can find a vantage point overlooking the battlefield in order to rain down weapons-fire unopposed. With adequate allied support in the form of NARC or TAG, Missile Boats can launch their missiles from hiding and flick them to deal indirect damage. Missile Boats that stay off the front lines risk having their allies lose, outnumbered in close combat, to an enemy death ball. Missile boats must find balance between playing it safe being a team-player.

Note: While cSSRMs do meet the above criteria, assets equipped with lots of SSRMs or HE ATMs, are generally not considered "missile boats" for the purpose of this role description. Those assets fit better into the Brawler and Skirmisher roles.

Examples of Missile Boats include:
Mech: Uller G, Uziel F, Catapult Prime, The Beehive and Vulture C
Tank: Partisan C

Artillery

This category is reserved for assets that utilize the Thumper, Sniper Artillery Cannon, Arrow IV missile system and the Long Tom Artillery Tank. In the case of Arrows, these assets take the Missile Boat theme to the extreme; with NARCs, TAG and/or C3 on the field, these assets can devastate the enemy team. However, these assets are often helpless or weak if engaged in conventional combat and require protection from teammates in order to function properly. Artillery Pieces are also very vulnerable to harassment from air units, especially VTOLs.

The Catapult C, Mad Cat MKII C, Marauder C, Schrek G, Mars G, Mars C, Behemoth E, and the Long Tom are the quintessential artillery assets of MWLL.

NOTE: Many assets equipped with Artillery weapons cannot be purchased at forward build bays even if weight restrictions would otherwise allow them to be purchased.

JumpSniper

A popular variant of the Sniper, the JumpSniper is taking the great idea of extreme range advantage, and putting rocket thrusters on it. Poptarting can create unpredictable engagement windows, and while it isn't particularly easy in MWLL (JJs cause one's own screen to shake), it is effective when done correctly. Although many JumpSnipers are Fire-Support assets, some of them function more closely to skirmishers, or even generalists.

Examples of jumpsnipers include: Solitaire E, Uziels Prime and A, Shadow Cat Prime and C, Thor E and Avatar B

Supporter

Supporters are assets with equipment that generally help allies more that it helps the supporter.

Equipment that function well for supporters:

Examples of Supporters include:
Most Ravens, Hephaestus, and Owens. Black Lanner C, Master and Commander.

Scout

Scouts are Supporters that are light and fast. Keep the team supplied with information about enemy locations, target locks, and back capping.

Equipment that function well for scouts:

Examples of Scouts include:
Most Ravens and Owens. Solitaire B. Most Hephaestus and Chevalier.

Backcapper

In Terrain Control games, Backcappers are Supporters that are light and fast. There is a lot of overlap between scouts and backcappers, but advanced electronics aren't required for backcappers to fulfill their role. Backcappers are very important in the late game as ticket bleed begins to speed up.

Equipment that function well for Backcappers:

Examples of Backcappers include:
Nearly all Starter Assets. VTOLs, Black Lanners, Argus B, Cauldron-Born G, Bushwacker E, and Loki D.

Infantry and Ammo Support

APCs can be hidden and abandoned to allow teammates to reload ammo and provide a spawn point for BA as well as a buy zone for BA Weapons.

While they don't provide ammo for other assets, the Hephaestus and Goblin provide a spawn point and weapons for BA. Unlike APCs, they will despawn if left unattended for too long.

Anti-Air

Anti-Air ground assets are assets with the ability to pitch up very high. Particularly those armed with:

Anti-air aerospace are dogfighter aerospace with good maneuverability, lots of heat sinks, and/or good damage multipliers against other aircraft.

Anti-air VTOLs are VTOLs with weapons with good damage multipliers against other aircraft.

Examples of Anti-Air include:

Many Partisans, Huits, Riflemen, and Blood Asps. Fighter Sullas, Sparrowhawks, and Corsairs. Donar G, Hawkmoth B.