Difference between revisions of "Asset Roles"

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*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.  
 
*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.
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*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.  
 
*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.  
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In the absence of electronics, some mechs can use [[jump jets]] to get a better view of the battlefield, but this is a poor substitute for dedicated scouting equipment.
 
In the absence of electronics, some mechs can use [[jump jets]] to get a better view of the battlefield, but this is a poor substitute for dedicated scouting equipment.
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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]].
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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====
  
 
{{Navbox Guides}}
 
{{Navbox Guides}}
  
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 23:39, 25 August 2022


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

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 Prime, A and 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 to deny the enemy battlefield awareness when out of line of sight.

Fire-Support

Fire-support assets lack the armor of brawlers and often mount the biggest, baddest guns C-bills can buy. These types of assets come in two flavors, both of which usually skimp on armor. The first type is slow and sluggish, but has a serious battlefield presence. The Mauler and the Huit are ideal examples of this kind of asset, mounting enough guns to turn most Heavies to cheesecloth. The second kind of fire-support asset is fast and stealthy; Lokis and Anubises fall into this category. Fire-Support assets usually rely on out-ranging 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.

LRM 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.

'Mechs like the Uller G, Uziel F, Catapult Prime and Vulture C are the most common dedicated LRM Boats found in MWLL.

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 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 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, 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 E, Uziels Prime and A, Shadow Cat C, Thor E and Avatar B showcase the concept of JumpSnipers in 'Mech form.

Supporter

A number of assets are built for aiding and assisting your team in various ways:

  • Anti-Air: Many Partisans and Huits are designed to function as Anti-Air platforms, where they park behind their team and work to drive off any opposing air assets.


  • 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 G or Black Lanner C.

Scout

Scouts are typically light and fast, 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.

In the absence of electronics, some mechs can use jump jets to get a better view of the battlefield, but this is a poor substitute for dedicated scouting equipment.

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