Battle tactics for differing setups

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Sir Rechet
Posts: 33
Joined: Thu Jan 30, 2003 5:49 pm
Location: Finland

Battle tactics for differing setups

Post by Sir Rechet »

I'm setting up a thread on general, top-level discussion about tactics for different battlefield setups. These include

A) Duels. Any critical and/or all but minor jock damage may save or ruin the day, so weapons like BRG, HMG and NB rule the field over any conceivable amount of armor that can be installed into those titans. A good DCS or just pure luck might save the day here. Or a couple of head hits in a row. :)

As a side note, to keep the duels interesting, one should try to check the suitability of both titans to the scenario. A single support is almost doomed to lose, or a titan with Heat Reg 1 isn't going to do much good in Hell scenario. A couple of restarts shouldn't be too tough for anyone, right?

B) Small team battles. IMHO, this is where the most exotic designs have a fair chance of pulling their trick. Enemy fire isn't yet too strong for armors to hold pretty good, so adding a bit might just make your team survive those few extra seconds to score a win. Special effect weapons and their counters (Shields, DCS, overdone heat regs etc) still have strong influence on the battle outcome.

C) Medium team battles. This covers most scenarios in which you start to think about using dedicated supports. The effect of downing a single enemy titan isn't as noticeable anymore, and the reliability of your weapons starts to matter more than their special effects, smoke & steam screens excluded, of course. Rather than trying to make the titans balanced overall, the designer needs to keep in mind the added synergies that the different kinds of titans have together as opposed to working alone.

D) Large team battles. You're VERY hard-pressed to bring down enemy titans ASAP before they down yours. No time to wait for a critical hit in heat reg to take its effect, nor to repair one, for example. Enemy fire is so strong that you're actually much better off doing sacrifices in your armor in favor of added firepower, as there's no way your armors can hold it for more than a few brief moments. Scr3w all the fancy specials, you need to consider how much damage you can do to your enemy, as fast as possible, as reliably as possible. (Does that spell cannons/missiles or what?)

On the other hand, as the number of enemies rises, there's usually at least some targets for any set of weaponry. For example, energy titans should attack shieldless titans and cannon/missile titans should take care of those with a shield. This also means that all sort of defenses are rather moot unless you can defend against anything, which you can't. Use that saved space to pack more firepower to kill, kill and kill some more. A very strong alphastrike capability is more valuable than its weight in gold in many cases, even if your long-term firepower isn't as great.
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Jukka Mikkonen a.k.a Sir Rechet
Sir Rechet
Posts: 33
Joined: Thu Jan 30, 2003 5:49 pm
Location: Finland

Post by Sir Rechet »

This concerns case A (duels) above.

Here's where the real skill of a ToS player shows its best merits, except for the rather high luck factor which would be rather hard to get rid of anyway.

With the possible exception of pure support designs I don't think there are many reasonable designs that wouldn't work here. A CC titan does need to have good cover to reach the other one without being too severely hurt whileas a long-range titan could use vast open spaces to its advantage. Overall I'd say that designs that have been designed to work for a wide variety of ranges and conditions should have a bit of an edge, although if something like an Inferno (quad flamers) reaches the firing range of the other one, it's pretty much bye bye for the targeted one.

My dream duelist would have a Neutron Blaster, Heavy Meson Gun and some sort of a secondary weapon (preferably cannon) installed. I just love when NB successfully shaves off several tens of % of every single skill check the other jock needs to roll, plus there are so many nice little things a HMG can do to an unlucky enemy that it would be a shame to let that chance pass me by. After sufficiently many crits to internals and/or jock, it's nothing short of a duckshoot to bring down any conceivable amount of enemy defenses - time is no longer an issue. *evil grin*
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Jukka Mikkonen a.k.a Sir Rechet
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