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Tactics?


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#1 phaloxian

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Posted 27 February 2013 - 07:10 AM

Hey, I am slightly new to this game(By slightly new, I mean playing it for a year, but barely logging on...I am in a shame pit right now.), and I am terrible at piloting the faster mechs, so I stick to the larger ones, I also wish to compile a MASSIVE list of tactics, so I need help, I am gonna make this post, soon enough, with the tactics I get from you guys, credits included...so...any help?PS, all kinds of tactics are good, the odd ones even, they do not have to be from your corp/what ever the guilds are called, just even ideas, theories, tests, stuff like that. Also, I am looking for any good guilds/what ever they are called, hehe, see...I need to catch up on my lore, I do that with Star Wars, and spend hours on there....then I go to the Mech Tech WIki/MW Wiki, and I am lost, on so many accounts, so I try to start from the beginning...and everything is missing. Help me, for the love of my awesomeness(Or your awesomeness...or...something)

PS. If I do not find a good group of people to "hang out" with, then I will be transferring over my Council of Chaos, no not from WoW(*murders the slowly dying game*), anyway, as you can tell...I am not used to asking for help, so...Uhm, this is a first.

#2 Chrithu

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Posted 27 February 2013 - 07:34 AM

We used to have a very good pinned post in the guides section about basic tactics for all kind of mechs and roles. Might want to look it up.

I myself am currently planning to get some collection of map-specific strategies going but I am still unsure about the format. A Forum post seems to be improper for what I have in mind.

#3 phaloxian

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Posted 27 February 2013 - 08:03 AM

Oh, okay,*Petpets Jason.*

#4 mailin

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Posted 27 February 2013 - 09:48 AM

there are plenty of tactics on the various boards.

#5 Koniving

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Posted 27 February 2013 - 10:52 AM

View Postphaloxian, on 27 February 2013 - 07:10 AM, said:

I also wish to compile a MASSIVE list of tactics, so I need help.


Okay, so there is a cluster-duck of tactics I could offer you but since many of them are from Zhizhu's competitive branch Jade Dragon and include things such as formation movements, pre-planned combat maneuvers (which most of Zhizhu itself doesn't know), etc., etc., etc. I can't really put those out in the open.

However I can share a few old tactical maps as well as some basic tactics versus certain 'Mech types which are part of an upcoming youtube series from me once I finish some of the chassis/variants tips and the basic tutorials (that I can finally start on with the Mechlab 2.0 finally here).

So.. First some basic tactics.

First if you're using larger 'Mechs such as the Atlas, you may notice you have two functional targeting reticles. The + and the o. You can, in fact, use this to fire in two directions at once if necessary. This is typically used for suppression. This is done by using the CTRL key.

(Say you have twin AC-5s or UAC-5s, you can keep the ballistics going downrange toward a sniper while using your arms to track a target for your LRMs or your lasers. Or say you have SRMs, an AC-20 and someone big in front of you but there's an opportunity to clip that Jenner running by you can keep the big firepower on the guy in front of you and clip that little thing in the leg to help the lights deal with it. This is most commonly used for an improved tracking ability for your LRMs on faster targets.)



Heavy independent reticle usage to improve laser accuracy (first match) and suppress enemies with ballistics while attacking others (second match)


When you press R you will target the enemy closest to your targeting reticle. This will highlight them with a square (as of the Feb 5th patch you sometimes have to do this more than once because the reticle fails to appear or it gets stuck on a 'ghost' target). In the upper right corner you will their info (note right and left is displayed as them facing you. Your own 'doll' is displayed as you in the mirror so they are flipped). With that information weapon information will appear as it is 'analyzed'. Enhanced sensors will speed up the time to acquire that data.

Anyway, with that data you can find out the enemy's weapons. If they are close-range only you should engage at long range or try to keep your distance. If they are long range only (Standard PPC, Gauss Rifle, LRMs) then you should close distance to 180 meters or less. Preferably less. In the case of Gauss Rifle you must stay at less than 60 meters, with every 10 meters removing approximately 20% of the damage potential from the Gauss Rifle. (Not the exact math.)

Please note the only exception to closing range is a 6 PPC Stalker, as the damage from 6 of them is so great even below their minimum range that it's still deadly. Faster 'Mechs should engage the target instead.



As you may notice here: LRM boats have little weaponry for close range encounters. The only way to stop them and win is to destroy them first, and then worry about the brawlers and lights. If you can't stop the missile boats... then turn on the missile boat song and weep. (It starts after a minute and a half I believe.)


Certain 'Mechs have specific roles in mind. The Stalker is a weapons platform. The Atlas is a brawler. The Awesome is intended as long range direct and indirect combat support (although 9Ms and 8Rs are almost always brawlers despite their intended roles.)

Dragons, Jenners, and most Commandos are hit and run fighters.
Just realized I don't have much footage of dragons and Jenners, need to fix that.
Skip to 3:30


Spiders are scouts, harassment, cannon fodder, and superb sniper rigs. However most are not brave enough to employ them as Gauss Spiders or ER PPC Spiders. Then again most don't even know there's a clock tower on River City. :P
Spider snipers


Raven 3-L is an in-your-face circle-strafing brawler. Or so it has become with ECM. It used to be a very tactical battlemech for hit and run skirmishes.

Its little antiquated brothers the Ravens 2X and 4X are actually combat support roles designed to closely escort heavies and assaults. Not scout or solo brawlers as many would use them. If used outside of their intended roles they will fail and their pilots will despise them, blaming the 'Mechs instead of their own decisions.

Pilots using them should imagine receiving orders to defend a specific slow brawler. This is because they work best getting behind their defend-objective's target and hammering it from behind while the larger 'Mech hammers it from the front. Best case scenario, your target turns around allowing your team mate to pelt it in the back with its superior firepower.



Raven 3-L used as recon, then in your face brawling

Raven 4x, combat support.



In some cases such as Catapult A1s, it is best to shoot the "ears" (Arms) to remove their firepower. In other cases such as Cataphracts, Atlas, Stalkers, it is best to shoot the side torsos to remove a minimum of 50% of their firepower.

Effective use of ECM can be the deciding factor of any battle. In fact it usually is. (8 vs 8 premades; Blazing Aces)


However ECM is not always the deciding factor. (8 vs 8 premades; Bravo Whiskey Charlie [Black Widow Company])



Having superior tonnage is not a deciding factor as demonstrated below. (8 vs 8 premades; Skye Rangers KH regiment)



When facing any 'Mech, "test" hit their legs. If they seem soft keep going for them. Many pilots will soften their legs to fit greater than average firepower. Sometimes this is the only way to win a fight against a superior 'Mech chassis and firepower. Also note if the enemy seems exceptionally fast when considering their weapons, go for the side torso. Chances are they have an XL and will die from losing any part of their torso.

99% of people have little armor on their back. The only people with exceptionally high rear armor are those who charge into battle backwards (and yes, there are people who seriously do this. They don't just joke about it. They actually do it). If you see someone charging into a fight backwards, chances are the weapons he's mounting have incredible damage potential to rapidly if not instantly kill whatever steps in front of them. Myself I once packed 4 SRM-6s with twin ER-PPCs. Virtually anything I shot at died instantly with the exception of assaults, but none of them really walked in front of me.

Cicada 3Ms tend to put their ECM in their arm or their leg. Usually a leg. This is because putting it in the center torso will decrease their potential firepower. This is also true of Commando 2-Ds and Spider 5-Ds. When they circle-strafe, it will always be on the leg opposite of you (as they want to protect it). If they seem to be ambidextrous in their strafing then it is not in a leg or arm but in their torso.

If you decide to make an LRM boat, remember smaller launches favor supplying more ammo (due to reduced tonnage) at the cost of more heat. Larger launchers feature less heat for the same number of missiles but consume more critical space. For example two LRM 10s versus one LRM 20. The 10s will generate more heat than the 20 when both are used to fire 20 missiles. However the two 10s only take 4 slots. The LRM-20 takes 6 or 7 if I recall correctly. Always equip tag, and announce that you need targets held to provide support. Remember your minimum range is 180 meters.

If you are in an LRM-boat and are under attack, there's nothing you can do but request help and ignore the threat. Focus on something you can fire at, and dedicate yourself to that. Since you're going down make sure someone in the distance dies with you.
(8 vs 8 premades; Skye Rangers 10th regiment.)

Effective LRM-use in a strategic lance. Note I used LRM-20s and LRM-15s. I later converted to purely LRM-15s and was able to stack on 6 tons more ammo. (8 vs 8 premades; Head Hunters)


Never rely on pugs to keep your base secure when it's almost capped. And when defending the base, NEVER get off of it.


Good luck.

Edit: Far as the maps, it turns out I cannot save them to disk and people cannot see them with direct links. Sorry about that. But going to MWOmercs site, then the following links up at the top here: Game: Maps: And the individual ones should give you smaller tactical maps.

Sorry to thrust in so many videos but they are all good examples of what I've mentioned.

Edited by Koniving, 27 February 2013 - 11:52 AM.


#6 Koniving

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Posted 27 February 2013 - 11:54 AM

If any of those individual videos helped, likes are always appreciated on them. If the post overall was helpful, a like there lets me know my time was appreciated. :);

(Meant the helpful post. But thanks! ^_^)

(Footnote: The names of the groups versus the ZhiZhu Mercenary Corporation in the videos above are in no way intended to boast or name-and-shame, but instead to give credit to worthy adversaries where credit is due.)

Edited by Koniving, 27 February 2013 - 01:49 PM.


#7 focuspark

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Posted 27 February 2013 - 12:55 PM

View PostKoniving, on 27 February 2013 - 11:54 AM, said:

If any of those individual videos helped, likes are always appreciated on them. If the post overall was helpful, a like there lets me know my time was appreciated. ^_^;

(Meant the helpful post. But thanks! ^_^)

better yet, subscribed :)

#8 Koniving

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Posted 27 February 2013 - 01:46 PM

YAY! ^_^ Subscribers are fantastic as I'm trying to score a machinima deal.

Anyway, some quick notes since I can't edit the big post without it deleting every video :)

1) There's a missing word and a couple of duplicate words but it won't be rocket science to figure them out.

2) The video against Blazing Aces contains Two matches against them, back to back. Both times their superior use of the ECM has defeated us. They are one of the few groups we have yet to defeat. They are also proof that you don't need assaults to win matches.

3) The match against Bravo Whiskey Charlie had a lengthy stalemate of tactical fear on their part and rightfully so. They were geared to fight Atlai, Ravens, and missile boats with a strongly ECM force, and instead we had a cluster of ballistic 'Mechs and few to no missile dependencies. As such in that match (ECM Won't Save You) skip to 3:20 for the action.

4) The commando video wasn't so much hit and run as I thought. I'll be honest, I usually don't use hit and run tactics. However I'll make it a point to group up with a fellow dragon and start taking some videos of that.




On a separate note for newer players who are looking for help in deciding future 'Mechs to buy: I've written a script for a woman to read for me (one, people love the voice of girl gamers and two my turtle beach is broken) so that I can get the Hunchback chassis analysis up.

After that it's just splicing the footage of default build and load-out information, editing the video footage of highlights on test runs for samples of "factory standard" (trial and/or unedited) performance and collecting input, advice, and tactics for the individual variants from members of Zhizhu who use them to compile in a small series of 5 minute or shorter videos.

One video for the chassis; lore's history, overall role, and general tips. Then a video for each variant (individual performance, ideal roles in combat [both original and potential], tips from pilots who are exceptional in them, and what to do when you are faced against them).

I could list precise head locations but I've decided not to. Headshots ruin the fun and I only use them in emergencies or if I can't "play" with my victim. It would also suck for any new player to be headshot every single match. That and in some cases the precise locations change after a patch without announcement. Examples of these include a specific Atlas variant, Cicadas, Cataphracts, and a few others.



Centurions, Cicadas, Awesomes, Stalkers, Dragons, Catapults, etc. are all upcoming once the Hunchbacks are up and any adjustments to the video format based on suggestions are made. Also coming along are specials on all Hero 'Mechs. (I will tell you this; the Pretty Baby was fantastic in its default build. Worst thing I ever did was modify the design and upgrade the pilot labs. Seriously.)

Below, you can see that collecting 'Mechs with cbills is expensive as I'm always broke. Also visible is my collection of 'Mechs.

Posted Image

On a side note, I'm sure I'll hear "Flamers on a stalker!? OMG! You fool!"

Flamers can be awesome. I'm thinking for this specific Stalker I'll never go back to lasers and PPCs. I average 400's with missiles alone, and reached 900+ with flamers added to my SRMs (average in the 700's).

Posted Image

Posted Image

(Funny thing to note: My "time alive" in the screen above was less than 3 and a half minutes. Given the map at 59 kph with no speed tweak, it takes roughly 1 minute and 20 to 40 seconds to get to the ship plus some more to get over it to the other side. Assuming I was alive the total of 3 minutes 30 seconds [-80 seconds or 1 minute 20 seconds] leaving me with 1 minute and 30 seconds to acquire 3 kills, 1 assist, and over 700 damage. It was a flat out suicide rush on my part but wicked fun!)

I was only able to dedicate a little less than 7 hours over the weekend, but here's my placement. It goes overall, light, medium, heavy, assault. I mostly kept alternating between my Founder's C1 and my Founder's Atlas to make the cash needed to buy two more Trebuchets and my third Stalker.

Posted Image

...and this turned to be a lot larger than intended. Time to go play! *Scurries off to work on collecting default build combat footage on the Buckets!* (Btw.. The Tre 7k at default is the worst 'Mech I ever seen in terms of heat. Sometimes taking upwards of 45 seconds to cool down on Caustic when away from the Caldera! O_O Worst. Heat. Evah!)

Edited by Koniving, 27 February 2013 - 02:10 PM.


#9 Icepick

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Posted 27 February 2013 - 01:56 PM

View Postfocuspark, on 27 February 2013 - 12:55 PM, said:

better yet, subscribed :)

Ditto ^_^

#10 focuspark

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Posted 27 February 2013 - 02:12 PM

View PostKoniving, on 27 February 2013 - 01:46 PM, said:

2) The video against Blazing Aces contains Two matches against them, back to back. Both times their superior use of the ECM has defeated us. They are one of the few groups we have yet to defeat. They are also proof that you don't need assaults to win matches.


Blazing Aces are pretty amazing to watch in action, Cattra posts a lot of YouTube content. Can't imagine they'd be easy to roll over :)

Thanks for all the info. Tons of fun to read through - too bad there's not an obvious way to integrate this kind of information into a utility like Skunkworks.

#11 Sahvage

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Posted 27 February 2013 - 02:14 PM

Lots of help on here for us noobs. Looking to finally get some good time in MWO tonight, can't wait!

#12 Koniving

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Posted 27 February 2013 - 03:23 PM

Mentioned in a previous post, I'm working on a tutorial series that I'm developing much more the MWO Mechlab 2.0 now released. That said the topic list, and request for any input as to things to include is down below.

This also has readily given advice, control info, etc.



http://mwomercs.com/...newcomer-input/

#13 wolfhnd

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Posted 27 February 2013 - 07:40 PM

Nice work Koniving!

#14 Koniving

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Posted 01 March 2013 - 11:33 PM

Some hit and run -- Cookie cutter Raven 3-L


Battlecry of the Raven 3-L (My Personal Build)


LRM Lance, the three-point LRM strikes (and missile boat song).



Turns out I did have a hit-and-run brawl video. However when I failed to run on a prolonged skirmish, I pay the ultimate price. I blame MWO for how dark the video gets. (Music playing live during recording from my winamp. It's timing is amazing.)


Dedicated LRMs; ignore the nearby lights and keep killing things far away.


The Trollbuchet introduction


The Trollbuchet (two matches, no editing).


#15 Koniving

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Posted 10 March 2013 - 06:17 AM

Earning 517 damage in less than 1 minute (recording starts just before I reach my first target).


"Scouting" in a Raven 3-L, the non-noob version (SRMs, no streaks)



Pre-flamer enhancement flamers (with awesome MWO-inspired music.)


"Endurance" Muromets.


For medium-range sniping we have...

Twin Stalker lance, ER LL and PPCs


8 man premades -- Introducing the Dragon attack lance. (Note: Strategic matches last a while.)


Fighting Tolkien's "Cravens" (his design not him) with early Centurion builds pre netcode fixes.


Can't win them all. 8 mans. Some losses, with a little on-the-scene responses from the team as to what went wrong.

Edited by Koniving, 10 March 2013 - 06:51 AM.






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