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Quick And Dirty Guide To 4V4


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#1 Kin3ticX

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Posted 12 July 2016 - 12:24 PM

The match rules and makeup of both sides makes 4v4 a dice roll.

4 Streakcrows cannot win every game.

4 Lights cannot win every game.

A mix of the two cannot win every game.


What your team brings and what the enemy team brings is a big wildcard for match outcome.


If you are not that great of a fighter, 4v4 still offers a niche for you. Ideally you would gather intel if you are the gatherer. However, even if you are totally outclassed by the enemy pilots, you can still make them win poorly by denying them intel points (gathering intel on protect). Every point you gather denies them progress towards Long Tom. This is sometimes the preferable tactic rather than suiciding your light mech into a wall of streaks.

Ideally you want the match outcome to be a win, but the big picture of 4v4 are the intel points and ANY FORM of intel point attrition.


Legging is paramount in 4v4 but the next best thing of course is hitting center mass. Dont miss. (streakcrows hurt a lot but they cant leg)


LRMs are a recipe for failure in 4v4 (no need for explanation) . Kiting with ER weapons isnt great either. You will be up against people closing distance fast and legging with SRMs and Small Pulse Lasers more often than trading with ER PPCs and ER Large Lasers.


The infamous smoke dive. On gather you just have to touch the smoke when the timer hits zero. It can be tough for the defenders to stop if you get the timing right, especially if there are more than 1 of you left to smoke dive.





I will add more later

Edited by Kin3ticX, 13 July 2016 - 12:06 AM.


#2 _____

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Posted 15 July 2016 - 04:49 PM

Actually I've had to explain to someone why LRMs are not good for scout mode, and the reply was that he always did top damage in his matches - even though that same match his KTO-GB got pushed on by 4 Crows and he did the lowest damage out of the entire team.





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