ManDaisy, on 25 March 2015 - 05:26 PM, said:
no one, on 25 March 2015 - 06:15 PM, said:
You are the problem.
There's a dozen valid places to be on a battlefield. Directly behind your friendlies is not one of them. You can't support them from there, you've got no line of fire if an enemy moves in front of them. If a slower 'Mech is moving out of cover in front of you, you move tangent to their path and THEN forward. If you can't do this then chances are you're at a choke point, and getting behind that 'Mech who turns the corner into something nasty is as good as killing them.
I'll do this to enemies if I'm in a light 'Mech. Out of ammo? I'll jam myself in behind an enemy to hold them in place.
Skarlock, on 25 March 2015 - 06:17 PM, said:
That's bad thinking though. A mech that advances forward won't necessarily know if they are walking into a firing line. Fog of war is a thing, and it means that at any moment that mech may need to either back up very quickly, or die. He may have had every intention of charging forward, only to see tons of guns pointed in his direction, and realized it was suicide to advance. That's not his fault. It is however YOUR fault for blocking him. Never assume someone won't change their mind based off of new information they get when they turn that corner or crest that ridge. In addition, what if they had just blindly charged forward and you followed in behind? Congratulations, you're now both dead having charged single file into a firing line. You'd have been better off if that mech had turned back, and the massive laser vomit and ballistics crashing against him would have been a great warning to not go that way.
If you're in a narrow space, walk BESIDE the mech you're advancing with so you can BOTH back up quickly. If it's too narrow to walk beside it comfortably, then keep your distance and pop-tart over it if you can for fire support. If you can't pop tart and you can't walk beside the mech, don't accompany it. Go around and find a wider angle you can get a similar look at.
Recognizing when an area is too cramped to fit two or three mechs is vitally important. Congested areas where not everyone can immediately fire their guns at the enemy is just begging for an air strike or artillery at best, or a big push from a less congested enemy that can create an easy 3 or 4 on 1 who can shoot and 1 who can't situation at worst.
Let me pose you a situation then... there's a DWF somewhere in front of you at the entrance of Mordor caldera. He's in the lead. He walks up to the entrance at full speed:
If you keep you distance from him and he goes out alone, he dies without support.
If you follow behind him and he goes out, he's not alone and you're more likely to succeed.
If you follow behind him and he gets cold feet, he gets stuck and takes extra fire.
Only one of those three scenarios will definitely result in the death of the DWF.
The best option to follow behind them if it looks like they're going to move out, and keep your distance if it looks like they're only interested in poking and retreating. It doesn't matter what the environment is - it can be a ramp on Canyon Network, exiting tunnel on Forest Colony or the valley between Pride Rock and TinyTown, any of the chokes on Tourmaline (esp stage), many of the passages on Mining Collective, a handful of chokes on Viridian, and a good number of spots on Frozen City. The problem is, a lot of pilots will start charging mindlessly out of cover and then change their mind rather than think it through before acting. If they either followed through or didn't over-commit, it wouldn't be a problem in the first place, because then I as the person behind them are not left with the decision of trying to support them or hanging them out to dry.
Like I said, if you're going to poke, don't move out of cover at full throttle and display too much of your mech to the enemy. This broadcasts to me that you have the intent to fully commit and that I should probably follow and support you.