Good Is Scouting Mechs?
#21
Posted 08 May 2016 - 09:35 PM
For protecting, I have found good love for the KTO-GB with 3 medium pulses, 5 srm4s. A little on the slow side, but packs a punch.
That is just me though.
#22
Posted 09 May 2016 - 06:40 AM
#23
Posted 09 May 2016 - 06:50 AM
Clans would have to counter with tons of streak boats, but because that is not always viable, you may only see them occasionally..
#24
Posted 09 May 2016 - 06:55 AM
Oxide
Griff 2N
Cent AH
Big alpha brawlers, in other words.
I've seen a lot of people running my beloved CDAs, but in my opinion, they're really situational: they aren't fast enough to get away from Crows, they don't have enough armor to tank, they're too big to hide and seek. It seems like they'd be a natural fit for Scout, but I only see them survive in 4-0 slaughters.
#25
Posted 09 May 2016 - 08:11 AM
Whenever I see a Crab I'm not to worried, but whenever I see any of the mechs I just mentioned we do our best to focus them down ASAP. If anyone recognizes me from games and I called you legging ****** I would like to apologize, its just so frustrating to not have a chance at a fair fight.
Edited by Argent Kaiser, 09 May 2016 - 08:12 AM.
#26
Posted 10 May 2016 - 08:51 AM
Argent Kaiser, on 09 May 2016 - 08:11 AM, said:
I don't recognize your name, but I often get salty remarks at the end of scouting matches because a premade lance of NS (my unit) legged every enemy mech regardless if it's protect or gather intel. I mean, what can I say to that besides better coordination trumps lack of coordination. :|
#27
Posted 10 May 2016 - 08:57 AM
Argent Kaiser, on 09 May 2016 - 08:11 AM, said:
I think I recognize your name and yeah - I probably legged you with my Oxide. Often, my rallying cry for the last mech left alive is "Leg them and leave them!" so my team can collect as many points as possible. No hard feelings.
#28
Posted 10 May 2016 - 10:05 AM
Storm-crows move at 104 kph, easily. You need to move at least 40 KPH FASTER than that if you want to play run and snipe against them, and you're not going to have time to do that if the enemy's objectives can be satisfied by ignoring you. Or if one of them brought ranged weaponry. CerML will still scrape your face off at most ranges you'll be engaged at in scouting. Legs are the only viable way to kill a crow, as they can usually torso twist damage off their center torsos. Since they're generally tough enough and fast enough that you're not going to be able to keep them from blitzing the drop-ship, about the best you can do is try to ambush them at known concentrations of data pickups, or if the mission calls for it - avoid them entirely.
Edited by no one, 10 May 2016 - 10:25 AM.
#29
Posted 11 May 2016 - 06:06 AM
I have been in lots of winning drops and the mech choice isn't as important as some simple aspects of the mech.
First, for Gather Intel -- something fast (at least 120) and preference given to ECM. Your whole goal should be to fan out, get to 10 within 2 minutes, spend 30 seconds getting to 14-15 then all charging into the dropzone with almost no time left to extract for the win. We can usually end a gather intel in less than 5 minutes. I know boring but we look at the gather intel as a sacrifice for the glory of your house. If more than one of your team is/has engaged the enemy you are not being efficient. Nothing funnier than having a locust kite stormcrows all around the map while the rest of the team gets 17 data points.
Second, on protect intel, heavy and fast -- nothing less than 45 T and nothing slower than 95 kph. What is of critical importance is to have a flamer (or 2 but no more than 2). Clanners have such awesome alpha-strikes and you can't let them get off more than one. Your flamer is a DPS adjuster. You can drop a clan down to doing almost no damage because they can be kept at a high-heat state easily with the flamers -- a SRM/Streak crow that is forced to chain-fire is a dead crow. Your other weapons you should equip are good DPS weapons. In protect you are either going to wipe them out or, force them to leave with less than 10 data points. And remember EVERYONE IN YOUR GROUP SHOULD BE SHOOTING AT LEGS.
Edited by nehebkau, 11 May 2016 - 08:18 AM.
#30
Posted 22 May 2016 - 06:19 AM
#31
Posted 25 May 2016 - 10:29 PM
#32
Posted 27 May 2016 - 05:47 PM
#33
Posted 27 May 2016 - 06:03 PM
#34
Posted 28 May 2016 - 03:18 PM
#35
Posted 04 June 2016 - 06:02 PM
#36
Posted 14 June 2016 - 04:35 PM
They key is to use thermal and choose the target out of a group or choose when to engage the flamers against single targets. The perfect moment is right before they turn white hot, not after, and right before their next salvo. That way you begin firing the flamers as they are firing. You effectively 'sneak' them up to 90% heat before they realize it. Then they fire and over heat thinking they were working with ~70%.
In the case of streakcrows and you're alone, use your superior agility and speed to stay at the edge of your optimal range while ducking in and out of cover. DO NOT CIRCLE-STRAFE. This lets your dual AMS do its work and mitigate their offensive output. Then when they're at 70-80% heat go full tilt into them with the flamers. Most times they'll overheat then you leg them and run; that makes them effectively dead and you can move on to objectives/their teammates. If they catch on or have over ride on then their DPS will drop off significantly. Combine with dual AMS and overload they're tickling you. It's a win-win.
I want to try a lance of 4 FS9-S with that build and go at them. Even if they group up tight, with the right attack location and an arty to break them up each FS9 can 1v1 them and come out on top.
#37
Posted 05 July 2016 - 06:07 PM
Kill then cap.
#38
Posted 06 July 2016 - 08:17 AM
#39
Posted 06 July 2016 - 08:41 AM
Requiemking, on 06 July 2016 - 08:17 AM, said:
While this is true, most people won't be running it during the event as this tactic will not get you close to the 50 match score, unless you are unfortunate enough to be found by the enemy.... alone.
For what it is worth, I've done the entire event in my Griffin 3M. 1 Med laser & 4 srm4s, with 1 JJ and an XL355. I'm moving at 112kph and hitting hard and fast. It also has +12/13 structure EVERYWHERE so it is extremely durable. The One JJ gives me some added manueverability. I can keep with in striking distance of most clan lights for periods of time, but since they often zig-zag through cover, I can even catch up at times. I rarely run out of ammo, but I do have to be mindful of heat.
My biggest problem was typically outrunning the other mediums in my lance and finding the enemy a little too early, but its great in an interceptor role.
#40
Posted 07 July 2016 - 01:20 PM
omg. ams, bap, light mechs... what about weapons?
i experienced excellent team support from Griffins and Hunchbacks, also if there is an experienced light pilot who does not leave the team alone, Oxide is fine
4 lights against srm rain? lol. only if the clanners are recruits or have ping 400 or if you have been training this with your 4-man team
SLOWEST MUST DIE FIRST! (on our team) and thats me in my Shadowhawk, 2xUAC5+2xSRM4, there is a strategy winning with this mech and it includes patience from the team and right moment to protect and flee
other mech i love in scouting is the X-5 and the CIcada with UAC5+mdl most others die too fast facing accurate enemies
in intel gathering escaping is tough more easy is to fight and if it turns bad, the fastest must flee on time
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