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Light Solo Field Tactics


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#1 Tex1013

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Posted 25 April 2013 - 06:49 PM

This is a small section of a much, much larger post that I was originally thinking of - I wanted to cover both build and field tactics for all classes of mechs, across solo usage and team usage, and that...well...ballooned into a very large guide the more I thought about it

so, in the end, I figured I'd just start with Light mechs, and work my way outward from there, hopefully managing to refine the process as I get more experience with it

This short guide is intended primarily to highlight some basic tactics that can be used in Light Mechs (which in some cases might include the Cicada, depending on how you look at it) while flying more or less solo (coincidental team-work notwithstanding)

A - "Role" - While you don't need to listen to people that say "Light's are RECON mechs", Lights ARE in fact quite good at recon, and it is one of the useful roles that you can perform. It's not a very exciting role, and is actually more a team-based role, but you even solo, your teammates will get info from your efforts, and it might improve their overall team performance

Key thing to remember as a RECON
1 - you don't HAVE to shoot at anything if you don't want to. It seems like most people have this driving need to FIRE FIRE FIRE the moment you're in range (sometimes before then) - remember, unless you have a module installed, MECHS CANNOT DETECT ENEMIES BEHIND THEM - *someone* in the enemy group has to have LOS to you, or NONE of them will see you. This means that, if you manage the enemy team mechs well, you can actually walk right up behind them, and tag along for awhile, providing targeting data for your entire team (which also provides xp and cbill bonuses)

That doesn't mean walking up behind them is particularly safe (there is that 360 module after all), but you can actually provide significant info to your entire team by just being able to see enemy mechs - of course, if you start shooting at them, they're quite liable to turn around and blast you, so if you're going to RECON like a pro, consider holding your fire for a bit, and just keeping an eye on them.

B - Hit and Fade
This is a very common tactic for any light mobile force, and almost Mandatory for Lights, as with the recent state-rewind and ballistic/ppc velocity increases, hitting light mechs is easier than it has ever been

Hit and fade obviously relies on two basic tactics - Engage...and DIS-engage (spoiler - the 2nd part is the hard part), but don't get cocky on Engage - there are right ways to engage, and wrong ways to engage

1 - Engage - DO NOT APPROACH YOUR TARGET IN A STRAIGHT LINE...and work hard not to approach them from the front. You may get lucky, you might have a bad shooter or he may just be slow on the uptake, but approaching from the direct front is amateur hour - Light mechs should be very fast, you can afford to take a longer, roundabout approach (preferably past several pieces of covering terrain)

2 - Engage from the sides, using cover - a followup to the above, remember that many mechs have very limited peripheral vision - get outside their front 180 arc, and they probably won't be able to see you at all, giving you plenty of time to approach without taking any shots at all

3 - If you don't have control of your own private battlefield...LEAVE!! - Pick a target, start your approach - but stuff happens, and you wander in on the side, and suddenly discover that this guy has 3 friends with him that you just couldn't see from your original angle...LEAVE!...You're light, you'd better be fast, there is absolutely no need to lock yourself into an engagement that you weren't prepared for

if you need to, start humming this song to yourself...


The first thing you notice about really bad poker players, is that they don't know when to fold.

4 - remember that no 360 thing - lots of mechs don't have that - Most mechs have drastically less armor on their rear torsos - most Light mechs relatively light armament - see where I'm going with this? SHOOT THE REAR ARMOR!!

That part should be obvious - here's the non-obvious part, although it *should* be obvious - whatever you're shooting at, it'll figure it out (although It's stunning sometimes how LONG it takes them to figure it out) - for your own survival, you really need to be prepared for the possibility that after 2 salvos (usually), or even 1 (relatively rare in my experience), your opposition will turn around, and if it's even mildly larger than you, will blast your butt good.

This would be a good time to...what class? that's right...DIS-engage!! Run...screaming like a little girl is optional - but the point is, you've done your hit, there's absolutely no reason to stick around and allow your enemy to return fire - You *should* be much faster than your much larger targets, you should easily be able to evade them, lose LOS, and either strike at other mechs similarly, or come back around to harass the same guy some more...

Now, some of you are quite confident in your ability to duel much larger enemy mechs - that's fine, and well done to you! But, if you're that confident in your ability to take on much larger mechs, you probably don't really need to be reading this guide anyway :(

5 - If you walk without rythm, you won't attract the worm...
Also known in some circles as "bob-and-weave" or "serpentine", this should be your basic tactic approaching any enemy. Do not make direct approaches to any armed or aware targets, and in general, it's probably best not to take direct paths to really anything - lots of maps have large, open spaces with long lines-of-sight, and tracking/leading small fast targets that are moving in a predictable, constant velocity/direction is relatively easy. If you're in a light mech, SPEED is your biggest weapon, and you should be able to afford to take more circuitous, less easy to predict, paths to your targets. This is *especially* important when approaching armed and aware targets, or dis-engaging.

part A - Zig-Zag movement (left to right, right to left, whatever your preference is) is the most basic go-to. Pick a target location, then start turning left, move a short distance, turn right - zig-zag is relatively predictable, but it's still harder to hit than moving in a straight line - in time, you get good, and you'll start to run your own non-predictive patterns - left, hard left, hard right, straight, right again...

It also helps to pick individual pieces of cover as your turning points - think of it kind of like a slalom course, where you hit one particular piece of terrain, and that's your landmark for making your next turn

Also, while disengaging, it's a good idea to torso twist, if you feel comfortable doing so (it's *always* a good idea to torso twist, but that's a more general tactic) - during a moment, you get a good idea of where you want to go - then, torso twist (so you can no longer see your target) but continue moving your feet (turning) so that you're headed towards that general location, then when you think you're close, turn back, get eyes on the next place you want to head to, head that way, then lost sight of it as you torso twist the other way - this way, you can continue to spread damage across multiple locations of your body while evading fire as you disengage (this tactic works with almost all mechs to a certain degree)

6 - Lastly, and this is a much later, more experienced tactic, in my experience - you'll eventually get a "feel" for the firing cycle of your enemy's weapons. Some enemy will pick you up in their sights, you'll eat a bank of medium lasers - now, there's a 1-2 second period where your enemy CANT fire those weapons - you can actually afford to head straight during those periods, if you're confident that he's fired the weapons that can actually hit you - then, just as his lasers have recycled, you hit another hard right, wait for the lasers to go off, then continue straight to your target while evading/spreading most of his fire

once you get a feel for both how long it takes for any particular set of weapons to fire at you, and how many people are firing at you, you can really maximize your evasive maneuvering while covering the maximum distance possible



See, even this relatively tiny set of advice took up more space than I had hoped - still, I hope it helped even a little bit, and I welcome any additions, clarifications or glaring errors that I may have missed!

#2 Tex1013

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Posted 25 April 2013 - 06:57 PM

woops - there's a "Lights" guide subforum...do I have the ability to move threads?

#3 Atlai

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Posted 25 April 2013 - 07:29 PM

You can ask for it to be moved by messaging a mod.

Mod List. Use the forum moderator list.

#4 Caswallon

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Posted 26 April 2013 - 07:30 AM

Do you need to move it? It says Lance & Tactic Guides on the top of this sub forum Your "article" post was exactly that on Tactics with the promise of more to come for other classes. If a mod moves it so be it, but until then leave it here its a good set of suggestions.

+1

#5 WANTED

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Posted 26 April 2013 - 09:02 AM

Great tips for lights. I do all of the above. One thing I started noticing is how flight sim or actual aerial fighter tactics translate to mech combat.

I've been using the rolling scissors maneuver with lights pursuing me.
Posted Image
Basically flatten this 3D into 2D from above. You run one way and then the other all the while slowing down or hitting brakes at some point. Other light will over pursue if timed right and you get a snap shot on them in front of you. They will inevitably peel aound you and hopefully at this point you get on their 6. Works best with ELITEd lights and I use the Throttle decay setting ON like a gas pedal so I have more control over speed in this situation. I believe many other lights may be Throttle decay OFF and therefore end up in front of you cause they are running full speed and have a harder time adjusting speed.

Edited by WANTED, 26 April 2013 - 11:19 AM.


#6 AGTMADCAT

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Posted 26 April 2013 - 10:26 AM

Am I the only person who has decay off and just uses x all the time to slow down? That way I can cruise most of the time, but if I need to be nimble, I can chop the speed off and then slam it back up again by hitting num0, or set a more appropriate speed using W.

#7 WANTED

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Posted 26 April 2013 - 11:22 AM

View PostAGTMADCAT, on 26 April 2013 - 10:26 AM, said:

Am I the only person who has decay off and just uses x all the time to slow down? That way I can cruise most of the time, but if I need to be nimble, I can chop the speed off and then slam it back up again by hitting num0, or set a more appropriate speed using W.


Not sure. I have always used the W key even before they had that Throttle Decay cause of my FPS experience. So it's a personal preference for me. Whatever works use it is what I say.

#8 Tex1013

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Posted 26 April 2013 - 06:17 PM

View PostWANTED, on 26 April 2013 - 09:02 AM, said:

Great tips for lights. I do all of the above. One thing I started noticing is how flight sim or actual aerial fighter tactics translate to mech combat.

I've been using the rolling scissors maneuver with lights pursuing me.
Posted Image
...


wow...that takes me back to my X-wing/Tie-Fighter days...split S...2/3 throttle for the tighter turn, then back to full for pursuit...

Miss those days.

You're right, I should cover some throttle/speed/turn/torso tactics...sadly, the circle-of-death is a time-honored Mechwarrior tactic that's hard to break out of, what with Torso-twisting being what it is

and then there's the *build* tactics...sheesh...I could create a career out of this, if someone was dumb enough to pay me, and the game isn't even finished

#9 PocketAces

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Posted 29 April 2013 - 12:01 AM

There is also the pop and fade. Get behind a hill, pop up, shoot them in the back and fade (pop back out of LOS). Wait a few seconds while they turn to look. Rinse and repeat. Took out a few assaults this way on Alpine. Was laughing the while time whilst doing it. You must make sure they ate firing at something or otherwise distracted or they may come a looking.

#10 William Mountbank

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Posted 29 April 2013 - 10:15 AM

I've had some success with timing my shots from a flanking position with incoming friendly LRMs and PPC fire on my target when I'm out of their LOS. As long as the target's teammates don't see, it's almost undetectable to them that they're taking fire from multiple directions. Several times I've been 20m directly behind an assault 'mech, only shooting while he takes missile damage, and remaining completely undetected until he dies.

Edit: It also helps for this tactic, if you have an ECM, to switch it to counter if your target doesn't have ECM and you aren't intending to disrupt his sensors. People tend to start looking around for lights when they lose sensors.

Edited by William Mountbank, 30 April 2013 - 01:15 AM.


#11 PocketAces

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Posted 29 April 2013 - 05:12 PM

That's a good tactic, I've had that happen to me a few times. Damn light mechs are OP. :)

#12 Dazzer

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Posted 05 May 2013 - 04:11 AM

I have given up on tactics in this game. Today after facing pottart gun line after poptart gun line in my awesome I decided to see if I could shake it up a bit.

So I jumped into my X-5 (honorary light) and did a cap run. I had no intention of getting the cap just to make the red team break up they line to come and deal with me. I told my team what I was doing and what did they do threaten me with a team kill if I tried to cap.

what happened , My own team not only threatened me with a team kill but when 4 of the red team ,ie 1/2 they team come to deal with me leaving a huge hole in they gun line my team did NOTHING they just formed they gun line in the same old play and cussed me on chat , once the red team had killed me they still just stood they till the red team had reformed they line , then the same old alpha trading started.

what is the point ?

#13 -Muta-

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Posted 06 May 2013 - 05:47 AM

Very helpful buddy I am a light pilot as well. :ph34r:

#14 MAXrobo

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Posted 06 May 2013 - 07:23 AM

View PostAGTMADCAT, on 26 April 2013 - 10:26 AM, said:

Am I the only person who has decay off and just uses x all the time to slow down? That way I can cruise most of the time, but if I need to be nimble, I can chop the speed off and then slam it back up again by hitting num0, or set a more appropriate speed using W.


I do something similar to that as well. I personally remapped my controls so that E is full stop (x proved too had for me to press on the fly), and Q is 100% acceleration. I keep throttle decay off so its easier to tag along behind something or can maintain a constant speed. Even feathering the throttle in something going 150+ kpm is pretty unreliable. I find it gives me maximum amount of control over my speed, and in a light mech that is more important than weapons.

#15 MWHawke

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Posted 06 May 2013 - 07:34 AM

View PostDazzer, on 05 May 2013 - 04:11 AM, said:

I have given up on tactics in this game. Today after facing pottart gun line after poptart gun line in my awesome I decided to see if I could shake it up a bit.

So I jumped into my X-5 (honorary light) and did a cap run. I had no intention of getting the cap just to make the red team break up they line to come and deal with me. I told my team what I was doing and what did they do threaten me with a team kill if I tried to cap.

what happened , My own team not only threatened me with a team kill but when 4 of the red team ,ie 1/2 they team come to deal with me leaving a huge hole in they gun line my team did NOTHING they just formed they gun line in the same old play and cussed me on chat , once the red team had killed me they still just stood they till the red team had reformed they line , then the same old alpha trading started.

what is the point ?


Maybe you should recon to report on enemy movement/position?





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