Jump to content

Piloting A Light Mech, How?


43 replies to this topic

#21 Buckminster

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • 1,577 posts
  • LocationBaltimore, MD

Posted 25 March 2013 - 08:19 AM

View Postfocuspark, on 25 March 2013 - 07:25 AM, said:

Thanks?

I figured it out. Hit-n-run. Never stick around for the kill, just keep shooting and moving. It's boring as hell spending more time running away than shooting things, but my COM-TDL stats look like this now: 6 wins, 4 losses, 4 kills, 5,760 XP. PT + HM bonuses mean I make > 200K per match now, so it's worth the time invested.

It's not all boring hit and run though. Find an assault mech (stalkers turn so sloooow) and you can just dance around them and peck them to death.

It's also worth noting that your role can change significantly on conquest maps. Was playing conquest on tourmaline this morning, and as the fastest mech in my group, my job went from hit and run harasser to base capper and hunter. We had taken out the brunt of their force, but the few that were left shifted strategy to run and cap. So I had to be the one to counter cap, as well as the one that had to cover ground and try and find the guys that were left. It led to a very exciting and tense game of cat and mouse, trying to hurry and stop them from gaining a cap win while we were stuck trying to find the survivors. It was a close one too - we ended up winning 750-749. :lol:

#22 zraven7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,207 posts
  • LocationDuluth, Georgia

Posted 25 March 2013 - 08:31 AM

Ok, first thing is first. Read the next sentence carefully.

YOU DO NOT NEED ECM TO BE A SUCCESSFUL LIGHT MECH PILOT.

I really feel that needs to be stressed, There is a common belief that light mechs are only good for ECM, and non ECM lights are good for mastering ECM lights. This is false.

I, personally, am against having ECM on your first light mech. Don't get me wrong, in the hands of an experienced pilot, ECM can be absolutely devastating. However, I feel that using it while you are learning to play a light can teach you bad map-awareness habits, and hinder your learning of using cover effectively. There are other schools of thought on this, and I'm not saying they are wrong. Just understand that ECM is NOT a requirement.

And yes, I run a Jenner.

Now, the main thing is to know the capabilities of your mech. This will be based largely on how you build it, but there are a few rules of thumb.

1) You are NOT a brawler. Do not take on enemies from the front unless you have absolutely no other choice, and get out from in front of them as soon as you can.

2) Your legs are your life. Yes, you are squishy compared to other mechs, but you move faster. Take away your speed, and your just something that is fun to kick.

3) There is no such thing as "cheap" tactics. Do what it takes to help.

4) Be especially cautious about engaging any enemy by yourself. This doesn't mean don't do it, but consider the situation and your possible escape avenues before you run in.

5) Just because you are in a light mech does not mean you should fight other light mechs. Some light mechs will not do well against other light mechs, especially if they are built with scouting or harassing in mind. If you want a light killer, there are plenty of guides out there, and everyone on your team will love having you around, but that is not the only use for a light.

6) You are not always the scout. Scout builds are also a rather specific thing, and most do incorporate ECM. Lights are not default scouts, however, and many are built as quick strikers, flankers, light killers, and assault killers (Yes, lights can be one of the best assault mech killers in the game).

Now, everything else is pretty much free game. I have seen effective lights in every single kind of build. XL engines are not required, but generally recommended. You're primary defense is usually not soaking damage, but dodging it entirely, so the added vulnerability isn't as large an issue, and it frees up precious weight. Large engines, and therefore more speed, helps a lot, but is not always needed. I've seen a Raven with 2 PPC's, a bunch of heat sinks, and a top speed of 90, and it was a rather scary sniper. It's just how you're comfortable playing.

End of the day, the main thing for successful light piloting is to understand that you need to somehow get hit much less than any other size category. Whether this be accomplished with range, speed, ECM, or whatever other means, is up to your comfort level.

Now, a few situational tips:

Lasers don't rock a target's cockpit, and can do a surprising amount of damage. The alpha of 4 or 6 medium lasers adds up quickly, and a lot of times, your small enough that they won't notice you until something goes critical damage.

A lot of heavies (assaults can be guilty of this too, but it's more heavies) maximize front armor at the expense of back plates. This seems to be especially true for Cataphracts. I've dropped many Cataphracts in 3 or 4 alphas to the back plate, and they didn't even notice me until the 2nd or 3rd hit.

Missiles come from somewhere. When you see huge clouds of LRMs arcing onto your team, watch where they come from. Missile boats tend to stay away from main combat, and are many times unguarded. A lot of the time, they have no close range weapons, or have only 2 medium lasers to fend off something close. Removing them can help your team immeasurably. On Catapults, target either the ears or the back plate. Target ears or legs on a Stalker (back play is good, too, but can be harder to hit than a Catapults, and Stalkers tend to have better close range weapons). Awesomes, go for the back plate.

Blowing off both of an opponents legs kills them. If you see a mech who already has one leg in the red, legging them is many times much easier than coring them. There are only 2 hit boxes below the waist, as opposed to 9 above it. If you destroy 1 leg, that drops it down to 1 hit box, and no torso-twisting will change that.

If you are scouting, do not forget to LOCK ON. You can see the enemy all you like, if you aren't locked on, you aren't helping. Also, maintain lock on, or your missile boats are just wasting ammo by firing, only to hit ground when you lose your lock.

Flanking a mech your team is fighting can make a HUGE difference, even if your damage output is low. First, it adds pressure to the target, hindering his ability to focus, and increasing his perceived threat. Second, it masks which armor sections are taking the most damage, making it harder for him to determine what to defend. Finally, if you happen to be using something ballistic, it shakes their cockpit, making it harder to aim and steer.

If you are capturing points in conquest, remember to use the rig in the center as cover.

In assault mode, a good trick for pressuring the enemy team and splitting their forces is to run to their base, stand on it just long enough to get the game to announce that it's being captured once or twice, then run away. They will send units back to defend the base, meaning less units firing on your team. Doing this several times during a match can really cause chaos on the enemy team.

Speaking of assault, BASE CAPTURING IS AN ENTIRELY LEGITIMATE METHOD OF WINNING. Forget the nay-sayers, if you can do it, do it.

Oh, and finally, max your leg armor. Always max your leg armor.

I hope this helps. May you blast the legs and back plates off of many opponents.

#23 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 25 March 2013 - 08:34 AM

View PostBuckminster, on 25 March 2013 - 08:19 AM, said:

It's not all boring hit and run though. Find an assault mech (stalkers turn so sloooow) and you can just dance around them and peck them to death.

It's also worth noting that your role can change significantly on conquest maps. Was playing conquest on tourmaline this morning, and as the fastest mech in my group, my job went from hit and run harasser to base capper and hunter. We had taken out the brunt of their force, but the few that were left shifted strategy to run and cap. So I had to be the one to counter cap, as well as the one that had to cover ground and try and find the guys that were left. It led to a very exciting and tense game of cat and mouse, trying to hurry and stop them from gaining a cap win while we were stuck trying to find the survivors. It was a close one too - we ended up winning 750-749. :lol:

Yeah, I did a Conquest last week where I was running around capping stuff, got a pair of kills in too. Then once I was the last one on my team remaining, ran behind a waterfall and powered down. We won. Boring, but we won.

View Postzraven7, on 25 March 2013 - 08:31 AM, said:

Ok, first thing is first. Read the next sentence carefully.

YOU DO NOT NEED ECM TO BE A SUCCESSFUL LIGHT MECH PILOT.

I really feel that needs to be stressed, There is a common belief that light mechs are only good for ECM, and non ECM lights are good for mastering ECM lights. This is false.

I, personally, am against having ECM on your first light mech. Don't get me wrong, in the hands of an experienced pilot, ECM can be absolutely devastating. However, I feel that using it while you are learning to play a light can teach you bad map-awareness habits, and hinder your learning of using cover effectively. There are other schools of thought on this, and I'm not saying they are wrong. Just understand that ECM is NOT a requirement.

And yes, I run a Jenner.

Now, the main thing is to know the capabilities of your mech. This will be based largely on how you build it, but there are a few rules of thumb.

1) You are NOT a brawler. Do not take on enemies from the front unless you have absolutely no other choice, and get out from in front of them as soon as you can.

2) Your legs are your life. Yes, you are squishy compared to other mechs, but you move faster. Take away your speed, and your just something that is fun to kick.

3) There is no such thing as "cheap" tactics. Do what it takes to help.

4) Be especially cautious about engaging any enemy by yourself. This doesn't mean don't do it, but consider the situation and your possible escape avenues before you run in.

5) Just because you are in a light mech does not mean you should fight other light mechs. Some light mechs will not do well against other light mechs, especially if they are built with scouting or harassing in mind. If you want a light killer, there are plenty of guides out there, and everyone on your team will love having you around, but that is not the only use for a light.

6) You are not always the scout. Scout builds are also a rather specific thing, and most do incorporate ECM. Lights are not default scouts, however, and many are built as quick strikers, flankers, light killers, and assault killers (Yes, lights can be one of the best assault mech killers in the game).

Now, everything else is pretty much free game. I have seen effective lights in every single kind of build. XL engines are not required, but generally recommended. You're primary defense is usually not soaking damage, but dodging it entirely, so the added vulnerability isn't as large an issue, and it frees up precious weight. Large engines, and therefore more speed, helps a lot, but is not always needed. I've seen a Raven with 2 PPC's, a bunch of heat sinks, and a top speed of 90, and it was a rather scary sniper. It's just how you're comfortable playing.

End of the day, the main thing for successful light piloting is to understand that you need to somehow get hit much less than any other size category. Whether this be accomplished with range, speed, ECM, or whatever other means, is up to your comfort level.

Now, a few situational tips:

Lasers don't rock a target's cockpit, and can do a surprising amount of damage. The alpha of 4 or 6 medium lasers adds up quickly, and a lot of times, your small enough that they won't notice you until something goes critical damage.

A lot of heavies (assaults can be guilty of this too, but it's more heavies) maximize front armor at the expense of back plates. This seems to be especially true for Cataphracts. I've dropped many Cataphracts in 3 or 4 alphas to the back plate, and they didn't even notice me until the 2nd or 3rd hit.

Missiles come from somewhere. When you see huge clouds of LRMs arcing onto your team, watch where they come from. Missile boats tend to stay away from main combat, and are many times unguarded. A lot of the time, they have no close range weapons, or have only 2 medium lasers to fend off something close. Removing them can help your team immeasurably. On Catapults, target either the ears or the back plate. Target ears or legs on a Stalker (back play is good, too, but can be harder to hit than a Catapults, and Stalkers tend to have better close range weapons). Awesomes, go for the back plate.

Blowing off both of an opponents legs kills them. If you see a mech who already has one leg in the red, legging them is many times much easier than coring them. There are only 2 hit boxes below the waist, as opposed to 9 above it. If you destroy 1 leg, that drops it down to 1 hit box, and no torso-twisting will change that.

If you are scouting, do not forget to LOCK ON. You can see the enemy all you like, if you aren't locked on, you aren't helping. Also, maintain lock on, or your missile boats are just wasting ammo by firing, only to hit ground when you lose your lock.

Flanking a mech your team is fighting can make a HUGE difference, even if your damage output is low. First, it adds pressure to the target, hindering his ability to focus, and increasing his perceived threat. Second, it masks which armor sections are taking the most damage, making it harder for him to determine what to defend. Finally, if you happen to be using something ballistic, it shakes their cockpit, making it harder to aim and steer.

If you are capturing points in conquest, remember to use the rig in the center as cover.

In assault mode, a good trick for pressuring the enemy team and splitting their forces is to run to their base, stand on it just long enough to get the game to announce that it's being captured once or twice, then run away. They will send units back to defend the base, meaning less units firing on your team. Doing this several times during a match can really cause chaos on the enemy team.

Speaking of assault, BASE CAPTURING IS AN ENTIRELY LEGITIMATE METHOD OF WINNING. Forget the nay-sayers, if you can do it, do it.

Oh, and finally, max your leg armor. Always max your leg armor.

I hope this helps. May you blast the legs and back plates off of many opponents.

I'm using a COM-TDK... there's no ECM available for it and thanks. ;)

Edited by focuspark, 25 March 2013 - 08:35 AM.


#24 mailin

    Member

  • PipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 2,033 posts
  • LocationWisconsin, USA

Posted 25 March 2013 - 08:42 AM

View Postzraven7, on 25 March 2013 - 08:31 AM, said:



End of the day, the main thing for successful light piloting is to understand that you need to somehow get hit much less than any other size category. Whether this be accomplished with range, speed, ECM, or whatever other means, is up to your comfort level.

Now, a few situational tips:


If you are capturing points in conquest, remember to use the rig in the center as cover.

In assault mode, a good trick for pressuring the enemy team and splitting their forces is to run to their base, stand on it just long enough to get the game to announce that it's being captured once or twice, then run away. They will send units back to defend the base, meaning less units firing on your team. Doing this several times during a match can really cause chaos on the enemy team.

Speaking of assault, BASE CAPTURING IS AN ENTIRELY LEGITIMATE METHOD OF WINNING. Forget the nay-sayers, if you can do it, do it.

Oh, and finally, max your leg armor. Always max your leg armor.

I hope this helps. May you blast the legs and back plates off of many opponents.


One thing that I try to do when standing on the cap point is take it down to almost the point of winning. If I can do this and then get off, it makes it much more likely to be able to win by capping later, if necessary. If my team is in trouble, all we have to do is get one mech to stand on the cap point long enough to finish the cap.

#25 zraven7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,207 posts
  • LocationDuluth, Georgia

Posted 25 March 2013 - 08:47 AM

View Postmailin, on 25 March 2013 - 08:42 AM, said:


One thing that I try to do when standing on the cap point is take it down to almost the point of winning. If I can do this and then get off, it makes it much more likely to be able to win by capping later, if necessary. If my team is in trouble, all we have to do is get one mech to stand on the cap point long enough to finish the cap.

This is not a bad tactic at all. Getting some capture progress on your meter is also a great tactic for pressuring the enemy team, and tends to get them to play closer to their base, making it less likely that they will attempt to capture yours, and giving you a better idea of where they will be.

#26 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 25 March 2013 - 08:53 AM

View Postzraven7, on 25 March 2013 - 08:47 AM, said:

This is not a bad tactic at all. Getting some capture progress on your meter is also a great tactic for pressuring the enemy team, and tends to get them to play closer to their base, making it less likely that they will attempt to capture yours, and giving you a better idea of where they will be.

Ideally, at least two mechs from the opposing team return to defend the base. This makes it a 7 v 6 match in the middle. With any luck the oppsing team send a slow Heavy mech back and (s)he'll be out of the match for 90+ seconds at that slow beats lumbers around.

#27 PhoenixFire55

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,725 posts
  • LocationSt.Petersburg / Outreach

Posted 25 March 2013 - 09:06 AM

View Postzraven7, on 25 March 2013 - 08:31 AM, said:

YOU DO NOT NEED ECM TO BE A SUCCESSFUL LIGHT MECH PILOT.


True. But an ECM mech with SSRMs will kill ANY non-ECM light mech easily. Considering so many people run only ECM Ravens and ECM Commandos you are bound to die horribly a lot if you don't have ECM. Doesn't mean you aren't a successful light pilot just means that not-so-good light pilots in way-too-good light mechs will kill you and you won't be able to do crap about it.

#28 mailin

    Member

  • PipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 2,033 posts
  • LocationWisconsin, USA

Posted 25 March 2013 - 09:10 AM

View Postfocuspark, on 25 March 2013 - 08:53 AM, said:

Ideally, at least two mechs from the opposing team return to defend the base. This makes it a 7 v 6 match in the middle. With any luck the oppsing team send a slow Heavy mech back and (s)he'll be out of the match for 90+ seconds at that slow beats lumbers around.


Which mechs return to defend depends largely on the both the experience level of your enemies and their degree of communication. More experienced groups will send one or two lights back to base, whereas less experienced groups will sometimes have half the team returning to base. Because MWO is a team game, the team that wins is usually the one that is more organized and cohesive.

#29 zraven7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,207 posts
  • LocationDuluth, Georgia

Posted 25 March 2013 - 09:12 AM

View PostPhoenixFire55, on 25 March 2013 - 09:06 AM, said:


True. But an ECM mech with SSRMs will kill ANY non-ECM light mech easily. Considering so many people run only ECM Ravens and ECM Commandos you are bound to die horribly a lot if you don't have ECM. Doesn't mean you aren't a successful light pilot just means that not-so-good light pilots in way-too-good light mechs will kill you and you won't be able to do crap about it.

I've held my own against ECM lights many times. The thing to remember is that does not necessarily mean fighting them. Getting them to follow you to the rest of your team is an entirely legitimate tactic.
It's really about picking your battles. I don't die horribly a lot to ECM lights with streaks because I do my darndest to not get into fights with them. I let someone built much more for taking out lights handle those, and I go and take down a heavy or two.

#30 Febrosian R Gillingham

    Member

  • PipPipPipPipPip
  • Little Helper
  • 122 posts

Posted 25 March 2013 - 09:13 AM

View Postzraven7, on 25 March 2013 - 08:31 AM, said:

In assault mode, a good trick for pressuring the enemy team and splitting their forces is to run to their base, stand on it just long enough to get the game to announce that it's being captured once or twice, then run away. They will send units back to defend the base, meaning less units firing on your team. Doing this several times during a match can really cause chaos on the enemy team.


If you do this, make sure you announce it to your team beforehand. Often in pugs teams are very hesitant to attack, so make sure you speak up when a few enemy mechs come back to base so your team can push their numerical advantage. This can also be used to pull an enemy team out of position so your team can fire on them as they return to base.

Be careful doing this though and be aware of what is happening on the battlefield - you don't want to be caught by an ECM light coming back to base. Generally speaking you'll want to avoid ECM lights at all costs.

#31 zraven7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,207 posts
  • LocationDuluth, Georgia

Posted 25 March 2013 - 09:15 AM

View PostFebrosian R Gillingham, on 25 March 2013 - 09:13 AM, said:


If you do this, make sure you announce it to your team beforehand. Often in pugs teams are very hesitant to attack, so make sure you speak up when a few enemy mechs come back to base so your team can push their numerical advantage. This can also be used to pull an enemy team out of position so your team can fire on them as they return to base.

Be careful doing this though and be aware of what is happening on the battlefield - you don't want to be caught by an ECM light coming back to base. Generally speaking you'll want to avoid ECM lights at all costs.

Agreed. Like I said before, if your mech is not built for taking out lights, you shouldn't be doing it unless you have no choice.

#32 MD9445

    Member

  • PipPipPipPipPip
  • 111 posts
  • LocationDallas, TX

Posted 25 March 2013 - 09:16 AM

When collisions return to the game, is when you will really see the difference between light pilots and people who just play them.

#33 zraven7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,207 posts
  • LocationDuluth, Georgia

Posted 25 March 2013 - 09:21 AM

View PostMD9445, on 25 March 2013 - 09:16 AM, said:

When collisions return to the game, is when you will really see the difference between light pilots and people who just play them.

Also agreed, though I tend to avoid collisions as-is, because I seriously, seriously can't stand rubber-banding. It's one of the few things in this game that will make me rage like crazy. So, yeah, collisions wont be too much of a problem. I honestly think I'll laugh like crazy the first time an assault mario-stomps me, though.

Edited by zraven7, 25 March 2013 - 09:21 AM.


#34 mailin

    Member

  • PipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 2,033 posts
  • LocationWisconsin, USA

Posted 25 March 2013 - 09:27 AM

Once they reintroduce collisions, you will see a lot fewer lights on the battlefield, which is something I am very much looking forward to. I would love it if I were the only light on a battlefield. Regarding rubber-banding, I have really only noticed it when I get hit, due to state rewind. (At least I think that's when it's happening to me.)

#35 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 25 March 2013 - 09:30 AM

FYI: I think I got the hang of light mechs now. Thanks for all the advise.

Posted Image

#36 PhoenixFire55

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,725 posts
  • LocationSt.Petersburg / Outreach

Posted 25 March 2013 - 09:30 AM

View Postzraven7, on 25 March 2013 - 09:12 AM, said:

I've held my own against ECM lights many times. The thing to remember is that does not necessarily mean fighting them. Getting them to follow you to the rest of your team is an entirely legitimate tactic.
It's really about picking your battles. I don't die horribly a lot to ECM lights with streaks because I do my darndest to not get into fights with them. I let someone built much more for taking out lights handle those, and I go and take down a heavy or two.


True again. But you either have to stick to your team (more or less at least) thus limiting your scout capabilities or be prepared to die horribly not being able to run back to your team fast enough.

#37 zraven7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,207 posts
  • LocationDuluth, Georgia

Posted 25 March 2013 - 09:34 AM

View PostPhoenixFire55, on 25 March 2013 - 09:30 AM, said:


True again. But you either have to stick to your team (more or less at least) thus limiting your scout capabilities or be prepared to die horribly not being able to run back to your team fast enough.

Not running a scout, running a striker/flanker. Jenner F, 300 engine, 2 jump jets, 6 medium lasers. Were I running a scout, would probably have something with ECM. :-P

#38 Febrosian R Gillingham

    Member

  • PipPipPipPipPip
  • Little Helper
  • 122 posts

Posted 25 March 2013 - 09:40 AM

Pretty much the only thing in Zraven7's post I don't completely agree with is the role of scouting. I guess depends on your definition of "scouting." I take it to mean "gathering info on enemy movements/team composition" more than holding target locks or TAG. For those roles, yes, the ECM lights will be better since they won't be discovered as easily.

I feel like any mech can do some basic scouting, but you'll be more effective in a smaller, faster mech. The reasoning for this is that most scouting is done visually rather than with your targeting computer, so you don't necessarily need TAG/NARC/BAP/ECM to relay useful info to your team. Just knowing where the enemy team is, how they are set up, and maybe what a few of their mechs are will help your team immensely. You WILL need to be more careful/map aware though, since you won't be near your team and there are usually ECM lights prowling around scouting as well.

Granted you won't be as effective as some of the dedicated ECM scouts, and your team should not expect you to be. But you should usually be able to get enough info about the enemy team to be a useful scout without exposing yourself to too much danger. Just play it smart and you'll be fine.


Edit: Nice work Focuspark! Keep it up, and watch out for those 3L's :lol:

Edited by Febrosian R Gillingham, 25 March 2013 - 09:47 AM.


#39 zraven7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,207 posts
  • LocationDuluth, Georgia

Posted 25 March 2013 - 09:49 AM

View PostFebrosian R Gillingham, on 25 March 2013 - 09:40 AM, said:

Pretty much the only thing in Zraven7's post I don't completely agree with is the role of scouting. I guess depends on your definition of "scouting." I take it to mean "gathering info on enemy movements/team composition" more than holding target locks or TAG. For those roles, yes, the ECM lights will be better since they won't be discovered as easily.

I feel like any mech can do some basic scouting, but you'll be more effective in a smaller, faster mech. The reasoning for this is that most scouting is done visually rather than with your targeting computer, so you don't necessarily need TAG/NARC/BAP/ECM to relay useful info to your team. Just knowing where the enemy team is, how they are set up, and maybe what a few of their mechs are will help your team immensely. You WILL need to be more careful/map aware though, since you won't be near your team and there are usually ECM lights prowling around scouting as well.

Granted you won't be as effective as some of the dedicated ECM scouts, and your team should not expect you to be. But you should usually be able to get enough info about the enemy team to be a useful scout without exposing yourself to too much danger. Just play it smart and you'll be fine.

This is really more of a semantics thing. Yes, any mech can scout, and should if needed. I'm more referring to when people say they are playing a "Scout". If you tell your team that your gonna look ahead, see where the enemy is, that's one thing, but once you call yourself a "Scout", they kinda expect certain things of you. That, or if someone is wanting to play that role, specifically, it's kinda helpful to have those things.
A lot of it is communication with your team. Let them know what your capable of, and let your missile boats know who to fire on.

#40 zraven7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,207 posts
  • LocationDuluth, Georgia

Posted 25 March 2013 - 09:55 AM

View Postfocuspark, on 25 March 2013 - 09:30 AM, said:

FYI: I think I got the hang of light mechs now. Thanks for all the advise.

Posted Image

No prob dude. Honestly glad I helped.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users