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Help The Atlas! [How-To, Guide And Tips For The New Players]

Guide

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#21 Modo44

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Posted 11 April 2014 - 01:28 AM

It is nice to have a detailed guide, but start with 3 things that somehow always need repeating:
  • Find me targets. I need information to position myself to really ruin their day. When I have to rely on my own sensors, I will not see shit hitting the fan to get there in time, and I may stumble into instagib situations.
  • Stay out of my way. I am slow, I may well die from "just" stopping to break your tiny legs. I have huge firepower which needs to hurt the enemy, not stare at your tiny ass. Pay attention, and make a bit of room so I can live longer and fire constantly.
  • Stick close and follow my lead. No, I can not "catch up". If you engage without me, well, goodbye. Conversely, if I go, you go. I have the armor, I make that decision. ******* lose.
Comments about keeping lights off and more advanced movements are also valid, but the above list is enough to keep your big friends happy. Note also that when a team/group is lighter, the other assaults or even heavies should be treated in a similar fashion. Heavy mechs are even more prone to dying from friendly blocks, and typically have assault-level firepower that needs a line of sight.

Edited by Modo44, 11 April 2014 - 01:55 AM.


#22 Zelumbras

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Posted 11 April 2014 - 03:30 AM

Some more thoughts on teamwork. Skip to the [TL;DR] for the conclusion regarding the Assault Guidelines.

Great guidelines so far but there is a fundamental problem that makes it difficult to apply them in every day PUG matches (at least until we get 3/3/3/3):
The average match in the vast medium ELO regions seems to consist of 5-6 Assaults, 3-4 Heavies, 1 Medium and 2 Lights on each side. This means that only the Medium and 1-2 of the Heavies are probably fit (in terms of speed and weapon setup) to give you the support needed and it is not unlikely that neither is in your lance. On the other hand there are a lot of Assaults there which leads to the question: why support you specifically?

Not everyone checks the team/lance setup at the start of a match so as an Atlas (or generally: as an Assault(!) Assault pilot in contrast to a sniper/firesupport one) you might want to try giving them some incentive to stick with you. Whenever i run a mech with a specific purpose, i let the team know what i am running like for example:
'Slowphract reporting for duty'
'hello everyone, my name is Vulcan and i will be your squirrel today :)'

Some people will check what mech you are running and maybe even ask a few questions about the loadout. In the first example it means that i run a slow and vulnerable (XL) Cataphract CTF-4X with massive dps which will probably be a priority target; staying close to me will allow them to stay relatively safe for some time while being able to shoot targets themselves.
In the seond example it means that i am in a fast Light and will get the enemy teams attention at the start. Therefore my team can move to a tactically superior position in relative safety at the beginning of the match.

From my experience it is often the people that respond with a question, a snide remark or just a simple 'lol' who will be playing a major role in the upcoming fight. They are also more likely to work together with you. There is a difference between a person playing a mech and just a faceless mech.


Conclusion / [TL;DR]
Introduce yourself to the team. People are much more aware of what you are doing when you take the time to type a few words at the beginning of a match.
Doing so in a relaxed way is more likely to get you support and is more fun for your teammates; because in the end, we all play for fun (although the exact definition of 'fun' varies individually obviously).
Examples: 'Fatlas reporting for duty', 'brawler here. call the targets and i will bring the pain!', 'the pain train is coming!', 'escort me to E6 so i can bring some BOOM and SWOOSH and pewpew and *cough* ... ok, i need a tissue now :D'

Make you moves known beforehand if you need specific assist.
Example: about to push through a pass or tunnel:
'get ready to push in 15'
'don't stop. go left, right alternating and focus the closest target on your side'
'ready?'
'go' *leads the push*
Example: advancing through an open area:
'taking D5, pls cover me from the hill on the right'
Example: securing a pass or tunnel Exit:
'securing tunnel, need 2-3 with me'

Edited by Vulcan888, 11 April 2014 - 03:38 AM.


#23 Daith

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Posted 11 April 2014 - 05:59 AM

Thanks for the hints. Most of the said is crucial anyway to any other mech Pilot since it is all about team-play

#24 William Slayer

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Posted 11 April 2014 - 02:32 PM

Great examples of some quick things you can type into Teamchat Vulcan! Some folks don't know how to "Speak Mech Warrior" and creating a common language that folks can understand binds the community as a whole. :) I completely agree that "intros" at the start help alot. Have FUN! It's what we are all here for, so make a few friends by giving a quick "hello". You will often see me in games giving a "o7" which I was told is one version of a text Salute. It's meant for everyone, and it lets my team know I'm here to work with them to WIN (nothing is sweeter than putting one in the "w" collumn). ;)

#25 Sarlic

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Posted 11 April 2014 - 09:55 PM

I will update the thread as soon i get my new keyboard. Thanks guys for your input. Much appreciated! Modifying thread with a tablet is horrid.

#26 Jimt0r

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Posted 20 April 2014 - 09:20 PM

good read, tanks mate

#27 YueFei

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Posted 21 April 2014 - 11:41 PM

View PostModo44, on 11 April 2014 - 01:28 AM, said:

It is nice to have a detailed guide, but start with 3 things that somehow always need repeating:
  • Find me targets. I need information to position myself to really ruin their day. When I have to rely on my own sensors, I will not see shit hitting the fan to get there in time, and I may stumble into instagib situations.
  • Stay out of my way. I am slow, I may well die from "just" stopping to break your tiny legs. I have huge firepower which needs to hurt the enemy, not stare at your tiny ass. Pay attention, and make a bit of room so I can live longer and fire constantly.
  • Stick close and follow my lead. No, I can not "catch up". If you engage without me, well, goodbye. Conversely, if I go, you go. I have the armor, I make that decision. ******* lose.
Comments about keeping lights off and more advanced movements are also valid, but the above list is enough to keep your big friends happy. Note also that when a team/group is lighter, the other assaults or even heavies should be treated in a similar fashion. Heavy mechs are even more prone to dying from friendly blocks, and typically have assault-level firepower that needs a line of sight.




I just had a game tonight with a player named Not Bob, he was piloting a Banshee. He took command, gave the team confidence, gave updates via text chat on what he was doing and where he was going (we really need integrated voice chat in the game). We lost 3 guys right off the bat (either unlucky or they made a mistake), but Not Bob moved in, the team formed up behind him while he tanked, and he also knew how to attack from angles that limited his exposure to 1 or 2 enemies at a time. All I had to do was shoulder up next to him (not *behind* him!), and step forward to shoot at whatever he shot at.

After awhile I noticed his health was getting low so I offered to jump out first and draw fire in my Centurion. So I'd jump out there and block with my arms and he'd follow right up and hammer them.

Not Bob finished the match with 1200+ damage, 6 kills, and we won that game. He basically single-handedly turned that game around.

But I'm almost certain that if I had made my Centurion hump his Banshee from behind and get him stuck out there and exposed, it would be a different story! :(

Edited by YueFei, 21 April 2014 - 11:41 PM.


#28 Rubidiy

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Posted 22 April 2014 - 12:10 AM

people are so lame, when it comes to reading. Making a 5 minute video would be much more effective.

#29 Evil Ed

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Posted 22 April 2014 - 12:23 AM

The push: When the atlas push lights can try to run past him and through the enemy blob. This will cause confusion and hopefully some enemies will turn around for the squirrel exposing their backs to the atlas' huge close range alpha.

#30 Sarlic

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Posted 23 April 2014 - 07:19 AM

View PostRubidiy, on 22 April 2014 - 12:10 AM, said:

people are so lame, when it comes to reading. Making a 5 minute video would be much more effective.


I can do it. But i think your underestimating the amount of work and time that needs to be put in.

But as you say; why don't you do it?

Edited by Sarlic, 23 April 2014 - 07:21 AM.


#31 Ovion

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Posted 24 April 2014 - 06:30 AM

Huh, this has improved a lot since the last time I looked in.
A lot shinier too now.

Also, what font are you using for the images? Will have to track it down for myself. :P

#32 King Arthur IV

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Posted 24 April 2014 - 06:57 AM

Kings Guide to being an assault pilot



go to the super market and pick up a bag of nuts for a buck fidy.

#33 Sarlic

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Posted 24 April 2014 - 10:20 AM

View PostOvion, on 24 April 2014 - 06:30 AM, said:

Huh, this has improved a lot since the last time I looked in.
A lot shinier too now.

Also, what font are you using for the images? Will have to track it down for myself. :P


Hey. Thanks for the compliment. I will update this thread as soon as possible. Thanks guys for all your input. I might make a video when i feel i have time and put some work into it. It will take some time. Or maybe not when i find it too much work to take in account.

I used the font from "Age of Conan" (I played the game untill i was level 70 and then yelled "Funcom, where is my content? Pure grindfest!)

I downloaded the font some years ago. I cant find it no more. Apologies. But i am sure you will work it out with this handy website: http://www.myfonts.com/WhatTheFont/

Or try to use your luck here (or find a font that you like): http://www.dafont.co...?cat=303&page=4

View PostKing Arthur IV, on 24 April 2014 - 06:57 AM, said:

Kings Guide to being an assault pilot




go to the super market and pick up a bag of nuts for a buck fidy.


Hahaha! Great one.

#34 SethAbercromby

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Posted 24 April 2014 - 11:27 AM

As Stalker pilot here are a few things from my perspective:

- Do not be afraid to switch up your build. If you feel that you aren't successful as a dedicated brawler, reconfigure your weapons to be able to hit at longer range as well until you get close enough to deal the real pain. Being able to secure position with some long range harassment can also be of great help to your team in the early stages of combat until you find an opening to close in one the enemies.

- Do not be afraid to get hurt. Some people seem to try and avoid damage but as an assault pilot you need to be able to take a lot of damage for those that couldn't otherwise survive it. If this was an RPG, the Assault class would generally be the Paladin, putting the team first and themselves second. For a push you must be willing to sacrifice a side torso or even you 'Mech during a push, to enable your team to create as much damage as possible. My Stalkers almost never leave the battlefield with both side torsos intact. If they do, I was either stupid lucky or not helpful enough.

- Mobility is key. Even in an Assault chassis. If you can only move at 40kph as a brawler, you might never be fast enough to provide your team with support where it is truly needed. Anything below a 300-rated engine will run dangerously slow on any Assault 'Mech and should be be considered with utmost care when deciding which engine to equip in your chassis.

- Know your Meta. Especially when your build doesn't cater to the most popular meta builds. If your enemies love sniping, get close and personal for harassment, but avoid areas that only offer low cover against incoming fire or you will be hurt pretty badly before you get close enough to deliver substantial damage of your own. If said open are is the only path that can be taken for various reason, rally your teammates for a push and act as a shield against incoming fire for your lighter allies. Also can a walking wall of steel consisting of two or more Assaults taking fire and being followed by multiple lighter 'Mechs be absolutely terrifying.
If your enemies run a lot of ACs, don't let yourself be baited into urban fights. The high pinpoint hit-and-run tactics that can be employed there will often prove too difficult for a sluggish Assault to fight against. Also are you an easy target for light harassers that will abuse you being pinned down to harass you from the various corners. Instead, lure your enemy into open terrain where your team can focus fire or force them into a corner where they have nowhere to run.

- Put your team first, yourself second. I know I've already mentioned it, but this deserves further reinforcement. In its essence, an Assault class 'Mech is a powerful supporter, capable of fighting in the first line of combat and taking a lot of hits for their teammates. This doesn't exclude them from choosing to take the role of a heavily armored sniper, but a pilot should always be aware that Assault 'Mechs will perform best in a supportive role to lead their team to victory.

- If you have a premade lance with VOIP, you can be able to lead your lance with high efficiency and deadly results. Being able to call a quick rush and knowing 3 teammates following behind you will provide you with the necessary courage to not pull out once combat gets hot, but also the ability to quickly call priority targets for your teammates to focus on. Unfortunately PGI has already stated that it will be unlikely that they will ever introduce built-in VOIP for communication with your entire team. C3 was intended to perform within premade lances only, which makes it absolutely redundant.

#35 William Slayer

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Posted 27 April 2014 - 04:52 PM

View PostEvil Ed, on 22 April 2014 - 12:23 AM, said:

The push: When the atlas push lights can try to run past him and through the enemy blob. This will cause confusion and hopefully some enemies will turn around for the squirrel exposing their backs to the atlas' huge close range alpha.


I have seen this work SOOOO many times! I personally call it the "Mech with its Hair on Fire" maneuver. People freeze in disbelief as the guy runs straight through the enemy lines... :D then they all turn around and try to nail him exposing their backs to the rest of his team, which has just finished counting to 10 and then charges. :rolleyes:

#36 Sarlic

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Posted 28 April 2014 - 06:35 AM

Much appreciated guys for all your input and feedback. Thread updated. :D

Edited by Sarlic, 28 April 2014 - 06:52 AM.


#37 Munin Ravensong

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Posted 28 April 2014 - 04:48 PM

Nice thread. The point I would emphasise the most for the NON assault mech pilots is that assaults are painfully slow - if you run off without your assault, you have NO room to ***** about his firepower not being there until AFTER you die. If you leave your assault behind and he gets flanked and torn up by a wolfpack of lights and mediums, who made the noob mistake, you or him? in order to use an assault as the "tip of the spear" you have to move slow enough that HE stays in front, on a related note - if you have an assault providing support by fire, you need to slow the advance enough for him to keep up so he doesn't get wolfpacked and eaten alive, assaults turn too slowly to watch all their own flanks at once - that's supposed to be what the lights and mediums do. If you cover a flank on my stalker and you pin down that pesky ERPPC light (ore even better, kill him) your assault will be able to push harder, or support for longer.

#38 ZenFool

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Posted 30 April 2014 - 09:18 PM

Great tips. I mainly(90% of drops) pilot a medium. I rely on well played assaults and heavies to win matches, especially in the new game as of 4/30. I wish every assault pilot would read this, as I have seen so many who stand at the back of the pack while their team dies, then vainly attempt to fight against 4+ enemies alone. Here's hoping I drop with you sir.

#39 ZenFool

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Posted 30 April 2014 - 09:21 PM

On a side note.... Munin is absolutely correct, the blame only falls on the assault pilot when they deliberately stay at the back. Too many times I've seen my team leave their assault out to dry. You must be aware of the guy with armor and protect him. I protect the assault, he soaks some damage for me = we both win.

#40 CCC Dober

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Posted 01 May 2014 - 07:20 AM

Death incarnate
The Atlas must strike terror in the hearts of the enemy. To do so, it needs firepower and armor. Lots of it.

Are you talking to me?!
Nobody wants to deal with an Atlas any longer than necessary. Enemies will treat you as priority target, even from across the map.

Friends with benefits
Need somebody to draw fire? Need an ECM/AMS umbrella? Can you keep the ankle biters off his back? If so, Atlas says hi.

Say hello to my little friends!
Once the Atlas draws fire, nearby allies are safe to move and engage at will.

Edited by CCC Dober, 01 May 2014 - 07:20 AM.






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