LoganGoesPlaces, on November 14 2012 - 01:59 PM, said:
I dont quite follow your "Good players will never let anybody run circles around them in a game this slow." comment... I suppose it is possible that I have never played with a good C class player but I can't count the number of times I have successfully used this strategy. Generally taking just a few hits while I am able to consistantly get hit in.
Most people don't turn up their sensitivity when changing chassis.
I've done what you are saying to players in all chassis countless times. It's just the most notable on C classes because they've got harder accel to deal with. Most players have trouble dealing with the accel, if only at first(who are most people at this stage).
EDIT: I personally think that people going between cover are easier targets because their moves are even more predictable, but that's just me. Lots of better players prefer open spaces where they're assured that they have superior twitch.
DarkPulse, on November 14 2012 - 02:44 PM, said:
They all have their uses; good players will pick their class on respawn as needs dictate. Infiltrators are usually not what you send when there's 3 enemies on the AA, for example.
Actually, if we're looking at good teamplay then light classes are what you use to break defenses. A shielded light mech is a powerhouse. An infiltrator with a shield would be able to bust that defense better than any other class barring possibly the berserker.
Conversely, you want heavier classes defending because you need something to withstand the initial onslaught that the offensive advantage entails. You can also expect to run out of shields and other consumables on defense, so you have to rely more upon pure HP and high damage output.
Edited by D20Face, November 14 2012 - 07:18 PM.