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Gaussdragon's Ste Blog - Reading The Opponent


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#1 GaussDragon

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Posted 07 March 2013 - 09:14 PM

Scouting - Reading the Opponent








Before I begin, I want to point out that I'm staying away from base cap plays in this article because the subject has enough scope within itself that it can be the focus of an entirely different article.

Piloting a light mech involves many things, but scouting is a role that is overwhelmingly the domain of light mechs. Scouting seems like a simple activity but the value of the scout and more specifically, the information they give out is highly dependent on both the observational capacity and communication skills the scout pilot has. The way a match plays out is a combination of intentions of both teams before the game starts as well as how the match changes based on how each team has executed and altered their approach throughout the course of the match. What's more, the relationship the scout and the DC have is an important one, so it's not just the scout, but the exchange between the scout and the DC that really maximizes this function.

For KaoS, our deployment is typically a function of 3 major factors: The drop deck, the map we end up with, and what we expect our opponent to do. I've said this before: most of the skilled/intelligent teams will exploit their strengths and countervail or minimize the advantages of their opponent. In order to execute this, you need to have good intel. This is where effective scouting comes in.

For myself, there are a few smaller phases of the initial scouting that happen before a clusterf___ begins. On any given map, I'll have a typical direction I go to scout and it takes me 'X' amount of time to get there. Based on the drop deck, there will obviously be different pacing involved so the first thing to do when bolting down the map is to pay attention to the clock. This is the first major aspect - inference. From the time elapsed and where I've managed to position myself, I can also infer how far my opponents have travelled.

With the timing in mind, it now moves into the second phase - determining location. All the maps have what I'd call 'break-open points' where you hit the apex the map's topography and are given a clear, far-reaching view of the battlefield. I'm sure many of you can think of these points on many maps. The ridge in the middle of Frozen City is an obvious break-open point, If you're on the lake spawn of Caustic Valley, the right side of the map with that well known sniper hill and the ridge in front of it is a massive break-open point. From the refinery side of Caustic Valley, running along the ridge that straddles the 3/4 line, you get a progressive opening of your viewing angle as your view opens up to see the enemy's side of the caldera. Often times, scout groups will run into each other in these areas because it's natural for scouts to want to be in these places so that they can see where the enemy is, and just as importantly, where the enemy is not. This is where the 3rd phase comes in.

Once you've reached where you want to be, this is where you start to really think. If I'm at 'x' breaking-open point and I don't see them, where would they logically be otherwise? Based on the drop decks, where would they want to be? Based on how they play combined with the drop deck, again, where would they want to be? From this point, you're opening up a simultaneous inductive and deductive thought processes. From what you know based on your scouting, what are possible extrapolations of this information. With what you know of the opponent, what kind of positioning can you likely eliminate in order to deduce where they are and what they're doing.

The first 30 seconds of any match presents the scout with lots of enormously useful information, but the scout also needs to be able to interpret it. This is now where the scout/DC communication starts to come in. It's one thing for the scout to hit a break-open point and say "they're not here." Okay, so? What else? When it starts to really matter is when you spot the enemy's force and your main force is still well behind you. A scout who is only performing his or her role at a minimum will say "'x' mechs in this area". When you've spotted the opponents, you start the process you did before in your initial scouting phase.

You've now spotted your opponent; you now have to ask yourself a series of questions in order to paint a clearer picture of what's going on. The first step is to both identify what mechs you've seen, and not just where they are, but where they're going. Not only that, where is the mech(s) you see in relation to the rest of the force? Identifying where the assaults is probably the most critical aspect, because that's the focal point of the opposing team's force. Smaller weight classes have more flexibility to spread out due to their speed and their intended roles, but the location of the assaults is often a giveaway as to overall direction the enemy team plans to head, and it tells me an enormous amount about what they intend to do and where they intend to be, even if I can't read their loadouts.

Understanding not just where the mechs are but where they're going and inferring their intentions from there is what separates a mediocre scout from a good scout. Interpreting your opponent and relaying your observations to the DC so that the DC can process the information and adjust accordingly is critical. A good scout will read the opponent's intentions correctly, and a good DC will adjust to exploit it appropriately. This is why the communication and analytical skills of both the scout and DC are extremely important, and there's a synergy between a good scout and DC because they're making the most of the information in front of them. I often suggest courses of action based on what I see and I function as an extension of the DC sometimes, as a secondary play caller because I've got a lot more information at my disposal that isn't being lost in communication back to the DC.

Now that you've taken enemy movement into consideration, try and get a target lock so you can determine their loadouts. Just like spotting the assaults, seeing the weapons your opponent has on any given weight class says a A LOT about how your opponent intends to fight. Lights are the most cookie-cutter of all weight class, if you see a Raven 3L, you don't need to target it to know that it's carrying 3 medium lasers, 2 streaks, an ECM and an XL 295, so targeting one usually isn't going to tell you anything you don't already know. Because you want to limit the amount of time you're exposed, you want to maximize the information you glean from your opponent. Often times, the best mechs to scout are the heavies. The composition of the heavy mechs says the most about how the enemy intends to play because they have the sharpest division in terms of roles of any weight class. Many teams run mixed heavies with success, but knowing which ones have what will tell you a lot. Heavies have the most dramatic distinction between brawler and sniper setups. Since drop decks are matched, you know how many heavies the opponent has, but you want to know what they're divided into. Often times, knowing your opponent well enough tells you what they're likely to bring, but identifying Cataphract 3D snipers from Catapult K2 AC20 brawlers to Catapult A1 "Bukkakapults" is very important.

The composition of the mediums also says a lot about how any opponent intends to play. Lots of Cicadas and they intend to focus from the bottom up, giving their light game a massive advantage and then working up the weight chain. If they take typical brawlers like Hunchbacks and Centurions, it means their focus is on the heavy side of the battle, and they intend to win top down. This also means they'll probably be more aggressive once they're in a position that suits them. A team with Cicadas will naturally play more conservatively, trying to overpower your lights before being comfortable with going with an all-out engage.

With some of these things in mind, a team can dramatically improve its positioning and make the most of what they brought to the fight. Make sure there's a strong emphasis on reading your enemy and that both your scouts and your DC are adjusting accordingly. I've seen many matches that were won before the first shot was even fired.

Edited by GaussDragon, 09 March 2013 - 08:41 AM.


#2 Deathlike

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Posted 07 March 2013 - 10:48 PM

This is very insightful... although on Alpine, you may never get the scout mech, so you may have to designate one that you think is faster (Dragon, Cent, Trebuchet are all good candidates outside of the common ones) and probably may need to scout in a more limited fashion... probably keeping withing long distance weapon range of the scout.

Otherwise, this is really good stuff.

Edited by Deathlike, 07 March 2013 - 10:49 PM.


#3 Kmieciu

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Posted 08 March 2013 - 02:11 AM

You keep talking about DC as if it was the only Atlas variant out there :-)

J/K I know DC means "Drop Commander"

And J/K is short for Jenner-K (AKA Raven`s bait)

#4 GaussDragon

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Posted 08 March 2013 - 03:12 PM

View PostDeathlike, on 07 March 2013 - 10:48 PM, said:

This is very insightful... although on Alpine, you may never get the scout mech, so you may have to designate one that you think is faster (Dragon, Cent, Trebuchet are all good candidates outside of the common ones) and probably may need to scout in a more limited fashion... probably keeping withing long distance weapon range of the scout.

Otherwise, this is really good stuff.

It's a general overview. There are differences with every map, but this is the general guideline I use when scouting.

#5 Rusty Shackleferd

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Posted 09 March 2013 - 12:05 AM

Very nice read.

#6 Hammerhai

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Posted 09 March 2013 - 05:35 AM

Thx. Good read.
Even spotting a heavy moving in a certain grid raises the presumption that the enemy assaults are very near by. Exception Fast Dragon or Cent/Trebuchet being used as heavy scout.
Rule: Always relay the position of the brawler element, as that is the slowest and the base of the attack

#7 GaussDragon

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Posted 09 March 2013 - 08:32 AM

View PostHammerhai, on 09 March 2013 - 05:35 AM, said:

Rule: Always relay the position of the brawler element, as that is the slowest and the base of the attack

The brawlers may give away the leading frontier of their group. Naturally, you want those guys to be close to the opponent. It isn't unusual to see a mixed group these days (brawler/sniper mix). Conversely, If you see their snipers, assume that their brawlers are that far away or closer, unless something else indicates a more complicated deployment.

Edited by GaussDragon, 11 March 2013 - 06:37 PM.


#8 T0rmented

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Posted 09 March 2013 - 08:43 AM

drop decks arent matched anymore

#9 GaussDragon

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Posted 09 March 2013 - 08:44 AM

View PostT0rmented, on 09 March 2013 - 08:43 AM, said:

drop decks arent matched anymore

I'm referring to RHoD instances.

#10 Elizander

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Posted 11 March 2013 - 07:54 AM

Very good and informative. I certainly approve of this post. :)

#11 GaussDragon

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Posted 11 March 2013 - 08:10 AM

View PostElizander, on 11 March 2013 - 07:54 AM, said:

Very good and informative. I certainly approve of this post. :)

Thank you!

#12 Rcksteady

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Posted 12 March 2013 - 01:00 PM

GaussDragon:
Great thread - can you talk about what kind of mechs you are seeing playing the scout role? The Raven 3L seems to be the superlative scouting mech. Do you ever see more non-traditional mechs? Fast Centurion CN9Ds, Treb 3C, Commandos, Spiders, Cicadas? I'm curious due to the popularity of fast mediums nowadays if you see ECM still playing an absolute must-have for scouts.

Another question - what modules do you consider critical for a scout?

Last thought - love your post, lots of information. Would you consider putting together a "mental checklist' summarizing everything you do in the first minute of a match?

#13 Deathlike

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Posted 12 March 2013 - 09:00 PM

For scouts not named the Raven 3L, any ECM capable mech that is not the Atlas is usually ideal, but the Jenners are just as capable.

Resorting to fast meds like the Treb-3C and the Cent-D are good options and the Dragon (PB/Awesome-9M is the worst case scenario if you are a "Steiner lance"). Alpine forces you to do this (and future large maps).

Key modules would include target decay (for spotting) and definitely the sensor range modules (for increasing range). ECM obviously is more useful to stay undetected, but BAP can be an alternative if you don't have the GXP for the modules.

The mental checklist is probably knowing common routes people take and seeing if they go that route. It works both ways after all...

Your eyes and sometimes with the help of thermal vision can help find mechs on the field.

Edited by Deathlike, 12 March 2013 - 09:01 PM.


#14 GaussDragon

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Posted 18 March 2013 - 09:13 AM

View PostRcksteady, on 12 March 2013 - 01:00 PM, said:

GaussDragon:
Great thread - can you talk about what kind of mechs you are seeing playing the scout role? The Raven 3L seems to be the superlative scouting mech. Do you ever see more non-traditional mechs? Fast Centurion CN9Ds, Treb 3C, Commandos, Spiders, Cicadas? I'm curious due to the popularity of fast mediums nowadays if you see ECM still playing an absolute must-have for scouts.

Another question - what modules do you consider critical for a scout?

Last thought - love your post, lots of information. Would you consider putting together a "mental checklist' summarizing everything you do in the first minute of a match?

Those are some good questions but they're pretty much the subject of an entirely new post. As far as mental checklists go, no I don't really have one other than trying to accomplish what I outlined above.

#15 MagicHamsta

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Posted 18 March 2013 - 07:27 PM

View PostGaussDragon, on 07 March 2013 - 09:14 PM, said:

Often times, knowing your opponent well enough tells you what they're likely to bring, but identifying Cataphract 3D snipers from Catapult K2 AC20 brawlers to Catapult A1 "Bukkakapults" is very important.


GaussDragon, against a competitive team, in the event that there be enemy Catapult(s) visible me would suggest attempting to acquire the weapons info of a non Catapult heavy or an Assault instead.
Why?

Because Catapults also tend to be cheese:
Non box arms = K2. Gauss or AC20s. (Give it a few seconds. It will confirm itself on its own. Gauss cats will attempt to snipe, AC20 cats won't. *limited max range and slow projectile speed.*)
Box arms = Most likely an SRM boat. A1 "Alpha Cat" or "Bukkakapults" as you call them.
and C1/C4 are mushrooms.

You don't even has to wait for the target info to show up, a quick glance over cover before they even see you will let you see the arm configuration of the cats.
('-')

While an Atlas or Stalker might be configured for short range (AC20/SRMs) or long range (PPCs/etc).

Edited by MagicHamsta, 18 March 2013 - 07:32 PM.


#16 GaussDragon

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Posted 14 July 2013 - 08:07 PM

View PostMagicHamsta, on 18 March 2013 - 07:27 PM, said:


GaussDragon, against a competitive team, in the event that there be enemy Catapult(s) visible me would suggest attempting to acquire the weapons info of a non Catapult heavy or an Assault instead.
Why?

This is old as hell but still relevant - And if you see the catapult, you usually know what it is right away. Even though the meta has changed, you still don't see competitive player stake LRMs. With SRMs getting some love, you might see A1s make a comeback again. In terms of heavies, the Cataphract is still a popular mech. I'll be able to offer more insight if and when I start playing this game again.

#17 Glitchbit

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Posted 15 July 2013 - 05:30 PM

Interesting read. If only there was more communication and if only C3 was truly hard-wired into MWO. Maybe someday, but for now... Silent radios are the sound of ones own doom.

#18 GaussDragon

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Posted 15 July 2013 - 05:43 PM

View PostGlitchbit, on 15 July 2013 - 05:30 PM, said:

Interesting read. If only there was more communication and if only C3 was truly hard-wired into MWO. Maybe someday, but for now... Silent radios are the sound of ones own doom.

For the above to work you really have to have something going wit your teammates. That level of coordination never happens outside of 8s.





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