Don't go up against good pilots.
Sorry, that's about the only suggestion that matters. As good as you are at dodging, aim will always beat dodging, and since it takes just one good or lucky shot to kill, if the other guy is patient he will kill you.
You can mitigate the risk by never going slower than 140, piloting a spider and hoping the hitboxes eat shots, and use jj hops of half a second to create smokebombs, and of course weaving and breaking LOS, but none of these will save you.
2
How To Not Get 1 Shotted By Ppcwarriors?
Started by HansBlix WMD, Jul 06 2013 10:28 AM
44 replies to this topic
#41
Posted 14 July 2013 - 08:44 PM
#42
Posted 16 July 2013 - 07:19 AM
aniviron, on 14 July 2013 - 08:44 PM, said:
As good as you are at dodging, aim will always beat dodging, and since it takes just one good or lucky shot to kill, if the other guy is patient he will kill you.
If you approach another mech from the front, 9 times out of 10 you're doing it wrong.
#44
Posted 16 July 2013 - 06:38 PM
aniviron, on 16 July 2013 - 03:00 PM, said:
Sure. But if you approach a mech from the back and he has ears or a seismic sensor, he'll already be turning around unless he's bad.
Or busy fighting something else.
You want to survive as a light 'Mech on the battlefield? Don't let yourself be the primary target. If you see anything you wouldn't be comfortable taking on all by yourself, do not be the first to engage. If you do see something you can handle on your own, make sure he doesn't have a friend covering him.
If you're going to pilot a light, you need to understand that speed is life. Keep your mech and your mind moving at all times. You will not survive a case of tunnel vision. No matter how brightly red the enemy's CT is glowing, be willing to break away if the chase will put you someplace you don't want to be.
My advice is more general than 'how to avoid PPCs' because it's really all the same advice. PPC boats can core you easily, but while larger 'Mechs can endure the death of a thousand papercuts, lights are lucky to survive two hundred fifty. Any unnecessary risks makes it much more likely that the next risk will be one too many.
#45
Posted 31 July 2013 - 09:30 AM
In the current meta, the way to play lights are as follows:
- never engage heavies or above directly.
- never move in a straight line if you even have the slightest of doubts that someone could be looking at you.
- find other lights and take a big smelly dump on them until they are dead / fleeing( as long as they don't have direct fire support behind them, or have lerm support).
- hang around behind cover until you see an enemy that's about to lose a limb or weapon, proceed to remove it if you can get shots off without exposing yourself for more than a few seconds.
- if you are in a position where you cannot play vulture, go cap.
- if you're not in a position to go cap, either continue to lurk around waiting for an opportunity, or go and hover around you sniping blob for a push from either side.
- if you pilot a spider, ignore everything above and proceed to not give a **** about ppcwarriors.
- never engage heavies or above directly.
- never move in a straight line if you even have the slightest of doubts that someone could be looking at you.
- find other lights and take a big smelly dump on them until they are dead / fleeing( as long as they don't have direct fire support behind them, or have lerm support).
- hang around behind cover until you see an enemy that's about to lose a limb or weapon, proceed to remove it if you can get shots off without exposing yourself for more than a few seconds.
- if you are in a position where you cannot play vulture, go cap.
- if you're not in a position to go cap, either continue to lurk around waiting for an opportunity, or go and hover around you sniping blob for a push from either side.
- if you pilot a spider, ignore everything above and proceed to not give a **** about ppcwarriors.
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users