Assault Piloting 101
#1
Posted 17 November 2014 - 03:20 AM
I've been playing for a little while now. My first chassis were hunchbacks & shadowhawks, & I've gotten to the point now where I can drop in most mediums & nimbler heavies and unless something goes drastically wrong, be confident of surviving the match, getting a kill or two, doing respectable damage & earning some Cbills.
Every so often I'll take one of the trial assaults for a spin, but I utterly suck at assaults. Theyre definitely my weakest weight class. I can't use my usual sneaky terrain hugging playstyle because assaults handle like hippos & when I've tried to play more on the frontlines with them & tank damage for the team I've been fried in seconds, no amount of damage spreading seems to help.
Now, I've decided to buy the WaveII pack, so I'm going to have a couple of assault mechs kicking about my hangar come december & I'd like to learn to pilot them effectively.
So can anyone give me a hand with the basics of how to handle an assault mech?
cheers
#2
Posted 17 November 2014 - 03:42 AM
Since it is unlike most assaults (90kph, less space for weapons than some heavies), you can basically pilot this one like a huge heavy mech. It has nothing to do with DireWhales or Atlas that are sneaking around at 50kph. Heck, you can outrun a KitFox in it. (almost )
Oh, and you should get the King Crab Hero Variant thingy, which is basically an IS DireWolf handling.wise. Keep your rear clear of lights and win staredowns all day long with ultimate Dakka.(Prepare to die a lot in PUG games, since most Pugs leave their assaults behind so they get eaten by Light Mechs)
#3
Posted 17 November 2014 - 03:51 AM
Camper101, on 17 November 2014 - 03:42 AM, said:
I'll have the crab aswell. Crablust was my main motivator in picking up the package rather than going a la carte
Any tips on handling assaults more effectively? i.e. where to position onesself on the battlefield. I've only really played solo queue PUGs so far, but Im planning on finding a group come December when I have more time to play
#4
Posted 17 November 2014 - 04:49 AM
No Replacement for Displacement:
Speed: You'll never win a drag race against a Jenner or Locust but I say go with the biggest or almost biggest motor you can in that chassis. This is honestly your savior because if your too lumbering your group will leave you and you will die by Lights swarming you. The bigger motor also allows you to torso twist faster to absorb more punishment.
Weapons:
Depends on what you want to do but personally I feel energy weapons along with a close range killer like the AC20 is a perfect mix and maybe some missles (again depends what role your filling). Ac2, and even AC5's I would stay away from unless your in a Clan assault. ALWAYS BRING AMS.
Tactics:
I know it's hard at times but pick a heavy mech or fellow Assault to follow (Since he's closer in speed to you then other classes) and stick with them at all times. Stay in packs. Also, caves and tunnels are your friends if your a brawler. Remember your a tank, and therefore the biggest target in the battle. Your job is to hold the line and to push the attack. Let your Mediums be the flankers. If I know a lance is in trouble I try to make myself a target and allow them to fall back since most are going to target me then other mechs. You have to be a team player in a assault more the any other chassis.
There's more about what modules to get and so on but this should help for now.
#5
Posted 17 November 2014 - 04:56 AM
If you want sneak, with an Assault, use a Stalker.. If you liked the Shadow, because the ballistic-shoulder, use a Banshee... for example.. ... But for piloting an Assaults.. ok..
First, you must decide your playstyle: LRM-Boat, Sniper, Brawler, etc.. Than make your own Builds: weapons, engine, etc. - what you likes and can use too.. (some player can't use Gauss for example..) Then, you must figure out, can you counter a Light alone, or not... If yes, you can go alone, or a bit separate for the Group and play your role out.. If not.. you must follow the Group and die/fight with/for it..
The major different between Meds and Assault is not the Tonnage or Armor... (A DW/TW will core both in no time..) It is speed an mobility.. With a Med, you can ran around, peak, fall back, run away.. With an Assault, you can't... or least just hell slow..
You must know, where you want to go, and what want you do there.. there is no time to run away, if you reach the enemy.. you must fight.. And if you are not sure, you can win, even, when you falls back.. do it with fighting.. or you must hold out till your team win or die.. If you just walk around the map, like with your Meds can do.. Your team will miss your DPS and Armor..
Do not missunderstood.. A Stalker can peak and hide like a Raven.. A Banshee can make a deadly AC-rain from the corner like a Shadow.. but still, they move slower.. the enemy will know exactly where you are..
And.. you must accept.. that, there are times, when your only job is to take damage, and take damage, and take damage, as tank, as bait, as meatshield.. and probably die for the team and for the win.. in a head of a push or in a cap situation..
If you don't go to Snipe alone, or do some similar job, you position will be in the middle of your Group.. because the others will gather around you..
But, neveless... since your speed are slow.. during the long walks till your target, you will have far enough time to figure out, what and how can you do it..
Edited by Sky Hawk, 17 November 2014 - 05:00 AM.
#6
Posted 17 November 2014 - 05:14 AM
Edited by Eclair Farron, 17 November 2014 - 05:15 AM.
#7
Posted 17 November 2014 - 05:27 AM
I should probably also point out at this point Im a clanner at heart, so king crab (& maaaaaaaaybe stalker) aside I'll almost exclusively be using clan mechs when CW drops. Anything I should know about those in particular?
#8
Posted 17 November 2014 - 05:41 AM
edit: As mentioned by Skyhawk, the trial assaults are rubbish. I took a leap of faith with the Atlas and I've enjoyed them ever since. There might be a better way to select your future assault mechs, maybe running them through smurfy?
Edited by purplewasabi, 17 November 2014 - 05:53 AM.
#9
Posted 17 November 2014 - 05:42 AM
#10
Posted 17 November 2014 - 05:47 AM
purplewasabi, on 17 November 2014 - 05:41 AM, said:
Well, firstof all stay within your team/group if it's possible. Don't act alone, just because you have lots of armor and firepower. If you run into the enemy by intention or by accident you got primed by the whole enemy very quick! Cause the enemy (if they are skilled) target the most dangerous thread at first!
#11
Posted 17 November 2014 - 05:54 AM
#12
Posted 17 November 2014 - 06:11 AM
#13
Posted 17 November 2014 - 11:23 AM
With the srm and ac20 leading the target for a clean shot is a hard earned skill master it and u can 1 shot lights with it
Dont push or peek unless you are absolutely certain you are facing 1 or 2 mechs otherwise just hold the line and blast the ones who are peeking.
For brawler u need that alpha dmg so u can alpha and torso twist to eat their dmg and after the cool down alpha torso twist.
hardest mech i find to fight against is the dire especially the dakka the amount of screen shake (even with advance gyro module )and blinding from explosion is a huge advantage for the dire.
Edited by IamJeist, 17 November 2014 - 11:23 AM.
#14
Posted 17 November 2014 - 12:02 PM
IamJeist, on 17 November 2014 - 11:23 AM, said:
With the srm and ac20 leading the target for a clean shot is a hard earned skill master it and u can 1 shot lights with it
Dont push or peek unless you are absolutely certain you are facing 1 or 2 mechs otherwise just hold the line and blast the ones who are peeking.
For brawler u need that alpha dmg so u can alpha and torso twist to eat their dmg and after the cool down alpha torso twist.
hardest mech i find to fight against is the dire especially the dakka the amount of screen shake (even with advance gyro module )and blinding from explosion is a huge advantage for the dire.
A good example of the brawler role. High alpha builds with the aim of lowering TTK as much as possible. Ideally you would want to kill the enemy in one alphastrike. The devil is in the detail, too much ammo can be a bad thing especially when you're going up against a dakka wolf.
#15
Posted 17 November 2014 - 12:20 PM
Edited by CapperDeluxe, 17 November 2014 - 12:20 PM.
#16
Posted 17 November 2014 - 12:47 PM
You will have to rely on your teammates for information about what is happening. If you are on comms with a scout, that's the best. If you are pugging and don't have a talkative team, then you have to use other means to get intel:
When someone pops up for a shot, watch how much return fire comes at them, and where it is coming from.
Look for AMS tracers to tell you where enemies are hiding.
Try to anticipate where enemies will be coming from. If you see fire coming from one area, then try to think about where they will likely go from there.
Be aware of where your death may come from.
Crossing big open areas is bad (but sometimes necessary), so try not to do it alone. If there is an alternate route, it may be a better option.
Think about where light mechs might try to ambush from (the trench in Frozen City comes to mind).
Seismic Sensor is a huge help to give you a warning before you engage.
More than any other weight class, assaults require you to have a plan when you act, and to be aware of your surroundings. Also practice and reflection. Play more, and after every death imagine a parent asking a child "Now, what did we learn?"
#17
Posted 17 November 2014 - 09:42 PM
2) Focus on the slowest mech that is closest to you - or the one with the most damage
3) Try not to back up - there is probably someone behind you, but never try to turn and run
3) If you are the last mech in a losing match - you did it wrong
#18
Posted 17 November 2014 - 10:26 PM
Darwins Dog, on 17 November 2014 - 12:47 PM, said:
Very much this. Really don't feel tempted to go for the flanking run so you hit the enemy's backs, unless by "flanking run" you mean "go left round this pillar while others go right" While enjoying the spectator view, I've found myself looking at empty parts of the map from plenty of Atlas and Dire Wolf cockpits because someone thought they'd go the "other way round" and the melee moved while they were en route.
Also (assuming you're in the solo queue) do pipe up if your team's self-appointed co-ordinator has just ordered everyone to group up 200 lightyears from the assault lance starting location.
#19
Posted 18 November 2014 - 08:43 PM
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