The mode is pretty much what I figured it would be; over-reliance on the Alexander boss mounts to get much accomplished. Here's the things I want to note:

1) Non-mech players are more important than people seem to think. Of course, that depends on how productive said player is. If they're going to be constantly attacking some random tank when the enemy has like 2 healers near-by and a mech or two, then no, they're fairly insignificant. But players are actually very dangerous to Chasers and Oppressors. All it takes is one fairly focus ranged DPS to stay on a Chaser and unless the Chaser wants to be dead within the minute, they need to respect even that just 1 DPS and back-off. Especially since Chasers have no real defense against 1 highly mobile player.

2) Matches seem to depend largely on how skilled players are in the Mechs. If you got people grabbing Oppressors thinking its some weapon of mass destruction vs other players and mechs, that's a waste of a spot that could have been for someone who knows what to do with it. I could almost eat one of their giant target AoE at point of impact and it's nothing a single heal won't undo. Often times I see people grab Oppressors asap and sit on it/can't do anything because they have nobody to cover it and it goes to waste before it can even get near an enemy tower. Or my personal fav, people in Oppressors running point-blank to towers with enemies. And then there are the Brute Justices....

3) The mid is more important than people realize. The generator is a CE tic for the whole alliance (which usually just sustains Mechs for when they need to replenish their TP-stuff) and the stash of tanks on the bottom gets your team's mechs out fast. I've seen matches get turned around simply because an alliance is starved on CE and most of the parties can't summon a single mech and the other teams controls mid and has momentum with several mechs. Yeah, there's a bloodbath at the generator at the start, but give it like 3 minutes or so, and most occupying teams either abandoned it to push elsewhere or barely have anything defending it.

As for the Oppressors and the Chasers, I like how they have strategical use that does not allow for "zerg" tactics against players who understand how squishy they are. Chasers are my favorite because you need to be smart with them. As much as people think it's good for "defending," it really shines as a "hit-and-run" unit; not too unlike "zoners" in fighting games. Of course you can't just spam their Optic AoE (it doesn't do any real big dmg alone); I get the most use out of it against players by playing mind-games with them (most simply will run out of the AoE so you need to work with your team to herd them where you want them to be). You bide your time until you can run in (relatively) safely to use it's charged conal attack- which makes it an absolute threat to healers and casters who need to eventually stand and cast something. If you have other mechs backing you up, Chasers are also crucial to dealing with Brute Justices because of their mobility. You wait for the Brute to do anything and stay out of it's "sweet spot" (large conal AoE) and whittle it down. Ever seen 2+ Chasers kite an unsupported Brute Justice? It's hilarious.