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Author Topic: Team Structure  (Read 951 times)
BiigMacK
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« on: 29/10/2012, 10:26 AM »

Hi guys I have been thinking about the MWO team we have going
specifically around the organization of the team and how it is made up.
Tell me what you think.
A Mech Platoon is made up of 12 Mechs organized into 3 Mech Lances. The
Mech Platoon is lead by a Platoon Leader the Platoon leader will also be
a Lance Leader.
A Mech Lance comprises 4 Mechs controlled by a Lance Leader.
Each Mech Lance is made up of  2 Assault Mechs (Brawlers) 1 Long Range
Mech (LRM Boat) and a Scout Mech (A Jazzy) (Scouts should be armed with
a TAG or NARC/Beagle)
When 12 Mech Platoons are introduced into MWO we will have 6 Brawlers 3
LRM Boats and 3 Scouts on the field.

At the moment with 8 Mech units we will have 4 Brawlers 2 LRM Boats and
2 Scouts.

I thinks we can easily fill 1 permanent Platoon with the amount of
people we have actively playing at the moment. If we go ahead with a
plan like this we will need to organise who the Platoon leader and Lance
leaders will be.

Breaking the team down to Lances will be easier to organise. Trying to
get 12 guys online at the same time for a period of time to prac will be
a lot harder than a lance leader organising 3 other people to prac. 

On the field I think the Lance should work close together. Where there
are 2 or 3 DI Lances on the field the Lance Leaders will co-ordinate the
battle. This should keep comms down. Rather the TS channels be named
Drop 1 and 2 we could name them Lance 1, 2 & 3.

Alright guys have at it.
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Fisty
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« Reply #1 on: 29/10/2012, 04:24 PM »

Sounds good... however I guess the in-game quirks might dictate the most effective platoon makeup. IE if LRMs or lasers were to be ineffective due to a bug etc.

Teamspeak has been really difficult to communicate with in the past week or so (not just due to poor connection periods) but, more due to people yabbering on a bit too much. I think a certain amount is fine and makes it more fun... but sometimes it has been to the point where people are getting told to ziplip.
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Number One
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« Reply #2 on: 29/10/2012, 04:57 PM »

some good idea's there, but dont forget we need to be flexible too, we dont want to be too ridged.
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jazzycat
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« Reply #3 on: 29/10/2012, 06:14 PM »

Each Mech Lance is made up of  2 Assault Mechs (Brawlers) 1 Long Range
Mech (LRM Boat) and a Scout Mech (A Jazzy) (Scouts should be armed with
a TAG or NARC/Beagle)
"A Jenner"  Tongue

But definitely agree that if you're specc'd to be a scout you gotta have the TAG or similar equipped, with a focus more on survivability over punch, until you get enough creds to get the ferrous armour and lighter frame-structure to free up the tonnage for more fire power.

Good Lance compositions, and something to aim for. But at the same time, not something to be totally restricted to; those who are multi-skilled across all the mech classes should keep their mechs and their skills sharp across the board, while those who specialise in 1-2 classes should work on unlocking as many proficiencies and finely-tuned load-outs as possible.

Also, some lee-way/flexibility towards experimenting not just with different load-outs/theories (looking at YOU, Damit!) but also drop-comps. If we were to run heavy on a particular class, how would we compensate and run tactics differently? If we came up against a drop-composition of X-Assaults, Y-LRM and Z-scounts/mediums, would we stay on base or run their cap whilst sacrificing a sufficiently distracting combination/pair of mechs?

Good thoughts though, BiiGMacK, +1 Smiley
« Last Edit: 29/10/2012, 06:23 PM by jazzycat » Logged


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Number One
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« Reply #4 on: 29/10/2012, 06:35 PM »

speaking of scouts, i think we need to task our systems to the role intended, we might need a light to run interference, hunt down enemy lights? (cicada?-hunter killer) or a fast recon scout to let us know what and how many different enemies we are facing and where they are going. then you might need battery support, running tag and narc as you stated before.
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