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Pugs And Tukayyid - Please Help Them


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#21 Wesxander

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Posted 21 April 2015 - 11:10 AM

Again going stress this: Clans bring 3 to 4 ECM usually on each wave. 2 to 4 other mechs will have BAP as well. I keep seeing IS players stressing laser vomit and avoiding this issue. You needed dedicated bap support on IS units.
As far as the post someone said your pug is never going defeat the best units with LRM's that's bull crap. The average PUG is not going defeat a clan pre made 12 man in battle even with 10 of 12 mechs as brawlers and 2 more as snipers. They to well trained they know their strat going in. They know what works. They know how to communicate. They follow orders from leaders better. Best you can hope for if IS pug you drop into clan PUG which is rare. I have seen floater pug groups beat the snot out clans with LRMs even good teams. IT is very RARE. By floater you drop with a 6 to 8 man premade that takes few pugs to make up the numbers. You ask them what to bring they tell you. We need a fast light with ecm. Hey we need a good assault sniper. A heavy brawler, or even sometimes a good LRM mech on defense to break the push. IF you listen to the premade leader you will do much better. Bring what he asks you to bring dont be afraid to ask him before the drop hey what do you want or lacking in? Doesn't mean got be someone slave, but does mean these guys know what they are doing. Help them out and odds are you will be rewarded with win.
You guys saying over and over LRM's don't work aren't listening to the clans strats used to make LRMS work for them and adapting and innovating.
Clan mechs medium and up are faster, carry more weapons, hit harder than their IS Counter parts.

They carry the same armor, nearly the same internals, and generally have poor second line lights at best. That means yes you typically want brawl with them if possible to over come their superior range. That does not mean that is the ONLY pug strat that works.

#22 sycocys

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Posted 21 April 2015 - 11:47 AM

I'm going to outline the match that triggered this.

We had I believe 5 OLDs dropping into a match.
1 OOSK was there, and the only other guy with an appropriate drop deck.

The other 6 pugs dropped in a mixture of snipers and LRM boats. <---- This right here is why you don't drop as a pug with a specialist deck. The match was over before it even started. When you drop random with a deck that required you to at the very, very most be one of the max 2 of your chosen build IF you are running with a pre-made team you are trolling 11 other people and yourself.

Does it work in 1 out of 30 or so matches? Maybe if you drop against terrible pugs or a drunk SWOL team, but even SWOL is good enough to stomp out 6 players with good decks without even looking at the pugs in bad ones then clean up the scraps off the floor.

I re-iterate -
If you are dropping solo/pug then you are volunteering to be a grunt, being a specialist comes when you start running with a team. If you adjust your drop deck accordingly you will find that nearly all of your matches will at the least be competitive, even against some of the good 12 man units. Getting rolled will happen much less often if you are set up to take the fight to the clanners and when you drop as pugs your decks will be much more complimentary to each other since you are going in without any background or strategy in place.

#23 Repasy Cooper

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Posted 21 April 2015 - 12:18 PM

View PostHiasRGB, on 21 April 2015 - 10:22 AM, said:


Troll?

@all: Listen too sycocys, he is right. Dont bring LRM.


Neg. Not troll. I'm dead serious. I carry my team with that build.

View Postsycocys, on 21 April 2015 - 09:49 AM, said:

Well for you last 2 clanners, this is directed towards the IS pilots - clan LRMs are a fair bit more "usable" because the IS doesn't have anywhere near the ecm stack in dps capable mechs to field.


Again, up for debate. I've had a few experiences where my team has been torn apart by IS lrms. Bottom line is lrms are situational in ComWar, yes, but they are an asset in the right hands. You can only get the most out of lrms if you know how to use them. If you don't know how to use them, it's pointless arguing this point because you aren't going to understand anyways.

I suppose I left out one key bit of information in my earlier post: lrms are exponentially more effective while defending. This is because on attack you are forced to expose yourself in order to progress, while on defense you can let the enemy come into your range and fire barrage after barrage from safety. For this reason I rarely use an lrm build on attack, as brawlers and direct-fire snipers are more effective.

View PostRabbit Blacksun, on 21 April 2015 - 10:12 AM, said:

1. LRM boats are not there for the kill, they are simply there to take down the enemies armor so that brawlers have a easier time. Stop telling people that they need to have x amount of kills or they should not be LRM boat pilots.


This is only half true. Lrms can be effective for stripping off lots of armor, but you have no control over where that stripped armor comes off. In this sense, direct-fire weapons are more effective at quickly exposing internals.

I take the opposite view from yours (respectfully, of course), lrms are effective for finishing off crippled mechs. When an enemy's internals are exposed, if they're a good pilot you may have a tough time hitting that exposed portion accurately. In the case of an enemy mech with a good pilot and good maneuverability, lrms become more effective than direct fire. In both cases, the enemy pilot is going to spread damage by torso twist and other maneuvers, but direct-fire weapons will only hit one area. Lrms on the other hand still have a chance to hit multiple random locations, and thus your probability of hitting the exposed internal (and possibly triggering internal ammo explosions and the like) are increased due to missile damage spread.

I have used this strategy to finish off many mechs who otherwise thought they were safe from a critical hit, or who tried to bug out to reposition.

Lrms excel in general, whether it's stripping off armor or crits on internals. You just have to choose your targets. You can't just fire at every enemy mech that blips onto your radar, you need to focus on taking down the weakest link. I can't really explain how that works as it comes instinctively to me, but I suggest that anyone interested in experimenting with lrm builds should do it RIGHT NOW before Battle of Tukayyid. There will be a map reset soon after this event as well, so it's an opportune time in general to figure out whether lrms work for you or not.

As I said in a previous post, if you're not able to carry your team (or at least a portion of your team) with an lrm build, don't use it. It's not for everyone. But I take personal offence when you guys try to discount a tactic when I have a sneaking suspicion you don't know what you're talking about.

Edited by Repasy, 21 April 2015 - 12:20 PM.


#24 Pz_DC

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Posted 21 April 2015 - 01:39 PM

As allways - few thing to PUGS about CW:
1)DO NOT TRY TO FARM C_BILLS. CW is huge loss of C-bills BECOUSE
2)USE CONSUMABLES!!! Its huge part of sucsess. Artillery-uav must be on ALL urs mechs.

P.S. Consider to make CW-only mechs with 90-10% front/rear armor. but its not needed and depend on urs playstyle - im personaly eat too many damage on my back so cant use this...

P.P.S. Great words about LRMs Repasy, was thinking t osay same things ;)

Edited by MGA121285, 21 April 2015 - 01:44 PM.


#25 sycocys

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Posted 21 April 2015 - 02:00 PM

Repasy, I highly doubt you pug with an LRM boat and are any amount effective on a consistent basis for either side.

You are right though that using LRMs requires someone that is highly competent in both how to use them (generally solo) as well as the maps you are using them on.

The problem is that most pugs come straight from standard queue laziness and thing a 30kph 60 lrm boat firing from maximum range is going to be remotely useful - its not.

The entire post is to help these guys get started and moving up to the point where they can choose their own meta builds, because the pugs I see in CW every day will never get there if guys in other faction keep giving them bad advice, or almost worse none at all. Get them started as a grunt whether they like it or not and figuring out they need to operate as a team if they want to play specialized roles on the field - because that's the only way those roles/builds work -- as a team, set up for having them in their roster.

#26 DaynarFaol

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Posted 21 April 2015 - 05:32 PM

sysocys that is the issue with again PUGs not LISTENING.

No more then 2 LRM boats per wave. Period. That is a hard rule we have in 1st Crucis Recon.

So your PUGs in that match brought waaay to many LRM and snipers.

A drop I tend to run on Def. is 2 lrms, 2 snipers, 2 light scouts, and 6 Fast Brawlers. Works very, very well. But again people have to bloody well listen.

#27 Repasy Cooper

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Posted 21 April 2015 - 09:39 PM

View PostHades Trooper, on 21 April 2015 - 06:53 PM, said:

[Redacted]


Apologies for the confusion. When I said lock-on speed I was referring to the sped up targeting info, which btw is VITAL if you want to be a good lrm support. You have to know IMMEDIATELY whether or not it's worth your time to fire lrms at a mech, you can't afford to wait even half a second longer. I like to know whether there are any exposed crits on the enemy mech, and if so I let her rip. Also, receiving faster information allows you to make better choices as a commander, and being a second-line missile fire support mech is a good position for a commander. So yes, I understand how a T-Comp works.

Incidentally, the build example is my own choice, and I have been extremely successful with it in ComWar. So unlike you I CAN speak from experience. I made MY OWN choices on that build, I believe that having the quickest info during a fight can help me make better tactical decisions in regards to the use of missiles and pinpoint laser focus. After 78 games I have a k/d ratio of 2.42 in public queue, and I consistently earn 3 to 5 kills in ComWar. BUT, I am by no means offering MY build as a perfect example, people should find the build that works best for them rather than emulate. And I also stressed MANY TIMES that an lrm build is worthless unless you can make a contribution to your team equal to several mechs.

You COULD run the left arm Prime, I'm not stopping you or anyone! AGAIN, my personal choice. I wanted to keep the 8-piece bonus quirks, and I usually try not to mix omnipods but that is MY personal preference. And personally, if I were to follow your line of thinking and opt for a fourth lrm15, wouldn't it make much more sense to equip the WHK-A left arm for extra missile quirks? I mean, those ER PPC quirks sure as hell aren't doing any good for my build.

Please, sir, do NOT accuse me of false advice. I have much experience experimenting with lrm builds, and I've spent much time ironing out the kinks in my build to suit my needs. And it has resulted in one of my most highly successful builds. It is in fact YOU, sir, who is talking out his arse from inexperience and biased conjecture. Try showing a little more tact when criticizing someone, you'll make more friends.

If you've got ideas on lrms, or advice for ComWar in general, by all means share with us your infinite knowledge. If you are so strongly convinced that my advice is a "load of crud," then there must be ideas swimming around in that head of yours that you could enlighten us with.

#28 Dreammirror

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Posted 22 April 2015 - 10:16 AM

I am looking forward to seeing if the inner sphere can stop us or no. Everyone that plays cw should be here so all the stops will be out. Hopefully all the pugs on both sides will join up on the team speaker channels and coordinate with their factions. The clans will NOT be showing any mercy on this battle. Especially to kurita :P. Come with your A game because its time to rumble!!!

#29 McGruberr

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Posted 22 April 2015 - 10:42 AM

I almost always run my 4J in CW and consistently get 900-1200 damage on it. I use it like a medium-ranged brawler, though. I stay in the middle of the group, take a bit of damage her and there, and I tag my own enemies and don't depend on my team mates to get target lock for me. I do agree that LRM boats need to stay with the team and help disperse damage for maximum sustained DPS, but I think it's wrong to say that LRMs have no place in CW. Just my opinion, though. I run LRMs and it tends to work for me, if you're having a different experience, I guess direct damage is a better call.

#30 Felio

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Posted 22 April 2015 - 10:50 AM

View Postsycocys, on 21 April 2015 - 02:57 AM, said:

1. Your decks should be 95% direct fire weaponry. If you run ANY lrms you need to be very confident that you can use them in the 3-500 meter range while brawling, if you aren't up in the fight you aren't sharing the damage load.


What about long, medium and short range? Should your first 'mech focus on long range, for example?

And when you say direct fire... do you mean pinpoint FLD, or are lasers OK? I sort of think it has to be pinpoint FLD just because so many clanners are running laser vomit, you can't look at them for long...

#31 RjBass3

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Posted 22 April 2015 - 11:25 AM

I can't speak for the other factions and clans, but if you are aligned with Davion and usually play CW as a pug, get TeamSpeak. It's free. Even if you don't have a mic, by getting TS and joining the Davion/AFFS TS server you can get into a pick up group and thus know exactly what is going on and what mechs to bring. Tonight is a great night for that too, as it is Wed Night Warfare, Davions weekly CW faction community drop night. Join our TS at TS50.bargainvoice.com:7345 and get into matches with real 12 man groups who are better coordinated and stand a better chance of winning.

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#32 Prussian Havoc

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Posted 22 April 2015 - 12:03 PM

View Postsycocys, on 21 April 2015 - 02:57 AM, said:

Spoiler

The last tip is on the side of your deck building - in CW you NEED to be taking your share of the damage.
Spoiler


Yes... by ALL means, more Inner Sphere gamers need to walk their Mechs forward into our Guns!

COME, WE STAND READY TO ASSIST YOU IN SHARING ALL THE DAMAGE YOU CAN POSSIBLY STAND... and then some!!!

#33 sycocys

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Posted 22 April 2015 - 01:54 PM

View PostFelio, on 22 April 2015 - 10:50 AM, said:


What about long, medium and short range? Should your first 'mech focus on long range, for example?

And when you say direct fire... do you mean pinpoint FLD, or are lasers OK? I sort of think it has to be pinpoint FLD just because so many clanners are running laser vomit, you can't look at them for long...


For each group the distance may vary, though most of your fighting is going to be under 500m if you want to win - or at the least perform well consistently. Anything longer and you can't force clan mechs into their disadvantage - poor heat management.

Direct fire is anything that's not indirect fire. If you shoot and control where the damage is going with your aiming you have the right weapons equipped to get you started in CW.

As far as lasers go, IS mechs have much much shorter burn times so move, burn and focus fire from multiple angles. Ballistics are just fine to use, just make sure you are using your ammo efficiently and not trying to scare them with shots in the dirt - it doesn't work in CW.

MG might be the exception to the list - along the lines of lrms you need to be really good pilot in just the right mech to make them work, but if you have a spare ton and not enough slots or need for a DHS they don't hurt to have for pest control as long as you don't rely on them alone.

#34 HoundOfCullan

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Posted 22 April 2015 - 02:46 PM

I absolutely agree about the missles. Replace your LRMs with SRMs and get in there.

But, I actually disagree with the 240 ton minimum. Nothing worse than someone that doesn't understand how to play a heavy or assault, playing a heavy or assault. Play the mech that you can pilot the best. Most pugs actually show up with heavies and assaults and then hang out at the gate. Even the guys with direct weapons spend all their time peeking and pot shotting. I do far more damage and am far more effective in either my shadowhawk or my hunchback than I am in my banshee. Same goes for my tunderbolt, I do better in my mediums. I dropped them both (the bigguns) from my deck and now go in with 1 heavy, 2 mediums and a light (around 200). Am I doing less for my team. Not at all. My firestarter with 8 spl tears holes in armour so quickly and ulitmately reduces the damage that the rest of my team is taking because we take out the target that much quicker.

You want to give pug advice, arbitary weight specs is not the advice to give. Here's the advice pugs need to hear:

1. On Defense, stop peeking. The bad guys are still out there. They aren't going anywhere but to find you. Step back from the gate and let the baddies come in. Then we can all shoot them.

2. You are not playing by yourself. Don't run way ahead of the us, alert the other side to the gate we are attacking and get your ass blown off in the process. Stay with us. If you've got ECM...then STAY WITH US.

3. Concentrate fire. If buddy is blasting away at a target that you can see, then stay on that target too.

4. Don't stand directly behind buddy. Give him room to move.

5. Buddy...keep moving forward. Why do you take 5 steps forward, encounter fire and then slowly start walking backward? Push through and the guy behind you will add his weapons to your weapons and take out the baddies. Moving backward away from contact is never a good idea. There are 10 guys piled up behind you now, and no one can fire.

6. Walk through the gates. They are open. Walk through them.

7. Stop trying to take out omega on counter attack. It's pointless. Your weapons are better off pointed at the bad guys. Destroying omega while your buddies are dying doesn't help us at all.

All that said, and I am a pug. I'm going to remain a pug until I have collected the 2nd level reward mechbay from each house and clan. After that I will join a house (probably not a clan), but not before.

Anyway. That's my $0.02...

#35 Connor Sellock

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Posted 22 April 2015 - 05:51 PM

"Sharing Damage" connotes a Zerg-rush (http://en.m.wikipedi.../wiki/Zerg_rush) or typical employment of a World War Two Russian Penal Battalion (http://en.m.wikipedi.../wiki/Shtrafbat).

Just as those mindless tactics of unmitigated bravado gave way to the supremacy of Combined Arms Warfare (http://en.m.wikipedi...i/Combined_arms), if PGI continues to pursue a TRUE representation of combat for OUR game, MWO and especially Community Warfare will continue to improve.

The imperative to "share damage" will give way / naturally transition to carefully practiced and controlled FIRE, MANEUVER and COORDINATION where each gamer performs primary and secondary roles and functions within an efficient and effective Team that at its heart wins through sublime integration of direct and indirect fire... the Arrow IV (http://www.sarna.net...ow_IV_Artillery which should be in-game by now) and Thunder LRMs (http://www.sarna.net/wiki/Thunder_LRM in-game for centuries by time of the Clan Invasion) would go a long way to balancing the Direct verses Indirect facets of game balance.

#36 Prince Peter Davion

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Posted 22 April 2015 - 06:21 PM

Your heart is in the right place, but you are talking to air. PUGS will not be reading the forums, they will not see your post. PUGS won't listen to you anyway. The only way to get them up to speed is to get them to join your unit and get on voice comms.

Your efforts are duly noted.

#37 sycocys

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Posted 23 April 2015 - 05:33 AM

You goofy clanners should go argue about whose wiener is smaller somewhere else.

To the guy arguing against shared damage in lieu of combined arms - well we don't really have effective combined arms because of the poorly programmed ecm/lrms, so we do need to work with what we've got until PGI wakes up and fixes some core mechanics issues.

And yes I know 'most' of the pugs won't come here looking for info, but the vet pug players will - also this is a place for you non-pugs and CW vets to steer them to so they can get some info on how to set up intitally and what they should be doing as they enter CW/Tukayyid to start out on the right foot and have a more enjoyable time.

Edited by sycocys, 23 April 2015 - 05:34 AM.


#38 Prussian Havoc

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Posted 23 April 2015 - 07:28 AM

View Postsycocys, on 23 April 2015 - 05:33 AM, said:

You goofy clanners should go argue about whose wiener is smaller somewhere else.

To the guy arguing against shared damage in lieu of combined arms - well we don't really have effective combined arms because of the poorly programmed ecm/lrms, so we do need to work with what we've got until PGI wakes up and fixes some core mechanics issues.

And yes I know 'most' of the pugs won't come here looking for info, but the vet pug players will - also this is a place for you non-pugs and CW vets to steer them to so they can get some info on how to set up intitally and what they should be doing as they enter CW/Tukayyid to start out on the right foot and have a more enjoyable time.


Soloists (as they naturally progress toward becoming COMP-gamers) will find your very worthy thread and be rightly influenced by your arguements.

And I thank you for your "tip of the hat" toward PGI's Comined Arms Warfare "work-in-progress."

During its day, Napoleonic troops standing shoulder to shoulder "sharing the danger (if not "sharing the damage" from anything but a cannonball)" was the apogee of Warfare.

Given that BattleTech/MWO (even if the effective range of game-missiles are only 630-meters effective) occurs circa 3050, I actively advocate on various forums and on Twitter (https://twitter.com/...967346382901248 and https://twitter.com/...115332052226049) for PGI to enter at least the modern age with respect to Combined Arms Warfare.


I am NOT advocating for necessarily making LRMs OP.

I am advocating for there being APPROPRIATE consequences when a Team decides WILLFULLY to assemble a "Murder Ball" where 12-Mechs move in tight knit formations/phalanx.

Did you ever wonder why phalanx in combat are as extinct as the dinosaurs?

Hand grenades, fused mortar rounds, proximity-detonated artillery shells ~ ALL these would have #PutPaid to any "Murder Balls" / phalanx formations.


Any incremental movement toward "Combat Realism / Combined Arms" however presents PGI with the twinned problems of Game Balance and Gamer Expectations. While I have hopes of "Thunder LRMs" being introduced into MWO one day (duration-finite "expendable" mines) I hold out little hope of Arrow or Long Tom ever being realistically approximated in game.

Again, thank you for your "poorly programed LRM /ECM" comment. We each enjoy our favorite and various select aspects of MWO. And when I really stop to think about it... PGI really does manage to keep so many of us engaged with the game IF NOT always pleased with ALL its facets.


It seems PGI dances along the edge of a razor when it comes to appeasing enough of its PAYING customers to stay solvent / finish paying off IGP for sole rights to the MWO. More power to PGI for getting us this far into MWO.

And at least until MW8 (MWLL being considered MW6 and MWO being considered MW7) begins to gain traction, PGI/MWO will be the focus of ALL my BattleTech-support/purchases...


...even if Star Citizen is developing into all the AeroTech/Naval FASA-style gaming I could ever want, BattleTech (MWO and eventual MW8) will continue to be the focus of 75% of my gaming purchases... of course that would be nearer-100% if PGI better balanced Indirect Fires with Direct Fire!

#39 Repasy Cooper

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Posted 23 April 2015 - 07:43 AM

[REDACTED]

View PostHoundOfCullan, on 22 April 2015 - 02:46 PM, said:

I absolutely agree about the missles. Replace your LRMs with SRMs and get in there.

But, I actually disagree with the 240 ton minimum. Nothing worse than someone that doesn't understand how to play a heavy or assault, playing a heavy or assault. Play the mech that you can pilot the best. Most pugs actually show up with heavies and assaults and then hang out at the gate. Even the guys with direct weapons spend all their time peeking and pot shotting. I do far more damage and am far more effective in either my shadowhawk or my hunchback than I am in my banshee. Same goes for my tunderbolt, I do better in my mediums. I dropped them both (the bigguns) from my deck and now go in with 1 heavy, 2 mediums and a light (around 200). Am I doing less for my team. Not at all. My firestarter with 8 spl tears holes in armour so quickly and ulitmately reduces the damage that the rest of my team is taking because we take out the target that much quicker.

You want to give pug advice, arbitary weight specs is not the advice to give. Here's the advice pugs need to hear:

1. On Defense, stop peeking. The bad guys are still out there. They aren't going anywhere but to find you. Step back from the gate and let the baddies come in. Then we can all shoot them.

2. You are not playing by yourself. Don't run way ahead of the us, alert the other side to the gate we are attacking and get your ass blown off in the process. Stay with us. If you've got ECM...then STAY WITH US.

3. Concentrate fire. If buddy is blasting away at a target that you can see, then stay on that target too.

4. Don't stand directly behind buddy. Give him room to move.

5. Buddy...keep moving forward. Why do you take 5 steps forward, encounter fire and then slowly start walking backward? Push through and the guy behind you will add his weapons to your weapons and take out the baddies. Moving backward away from contact is never a good idea. There are 10 guys piled up behind you now, and no one can fire.

6. Walk through the gates. They are open. Walk through them.

7. Stop trying to take out omega on counter attack. It's pointless. Your weapons are better off pointed at the bad guys. Destroying omega while your buddies are dying doesn't help us at all.

All that said, and I am a pug. I'm going to remain a pug until I have collected the 2nd level reward mechbay from each house and clan. After that I will join a house (probably not a clan), but not before.

Anyway. That's my $0.02...


^ ^ ^ THIS. Also good advice. Lrms definitely aren't for everyone, and it's not a requirement for a good company lineup either. Also agree on the 240 tonnage, the most important thing is not making use of all the tonnage you can but dealing the most damage you can. If you can rack up damage and kills in a Firestarter but can't crest 400 dmg in a Stalker, take the Firestarter. :P Good two cents.

Edited by mcann, 23 April 2015 - 08:50 AM.
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#40 TankerActual

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Posted 23 April 2015 - 08:44 AM

Can anyone post recommended IS drop deck line ups?





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