Hi... I Am John Rambo
#1
Posted 25 July 2013 - 05:22 AM
#2
Posted 25 July 2013 - 05:28 AM
I typically pilot a light mech and you learn QUICKLY that you cannot take on a whole team of mechs.
#3
Posted 25 July 2013 - 05:29 AM
#4
Posted 25 July 2013 - 05:31 AM
Edited by Geist Null, 25 July 2013 - 05:32 AM.
#5
Posted 25 July 2013 - 05:34 AM
Are you playing with a team/guild/clan group? If you're playing with friends, with voice communication, maybe they can remind you to stick with the group and not "chase squirrels" so much.
#6
Posted 25 July 2013 - 05:52 AM
To trick myself into playing defensively, i sometimes kit out my mechs with a balanced weapon loadout and focus on the long range weapons (especially lrms) first, just to pass the time. For example, if you imagine a standard atlas, use the lrm 20 exclusively untill your ammo is depleted.
Then the battle should have developed to a point where you can wade in and bring down the unholy hammer on already damaged enemies with your short range weapons.
Unless, of course, your whole team as been ripped to pieces by then because you didnt support them properly
Horrido!
Edited by Crushus, 25 July 2013 - 05:52 AM.
#7
Posted 25 July 2013 - 05:54 AM
#8
Posted 25 July 2013 - 05:59 AM
Don't head to a target just because you see it - whether visually, on radar, or on seismic.
Don't start fixating on a target just because your scout sighted him - especially vital if the real fighting has yet to commence. Take note of its position, but do nothing else about it.
Make sure there's always at LEAST one friendly 'mech in front of you. Especially if you're in a heavy-hitter like the Cataphract.
As you improve, each of these strategies can be ignored from time to time. But until you do improve, they are critical. And even after you do improve, they will still make up the majority of your gameplay. You only buck them when you have both the right situation AND developed skill.
#9
Posted 25 July 2013 - 06:09 AM
My K/D ratio is still abysmal, although less so now then 2 months ago. it takes time....but I think ill get back to 1.0 sometime this month :-) My goal is by go-live to be somewhere around 1.25......I know....bad...but ill be happy :-)
#10
Posted 25 July 2013 - 08:29 AM
Practice has been the main factor to reduce how often I do this - I always try to let somebody else be the first one in unless I'm in an assault mech.
Edited by oldradagast, 25 July 2013 - 08:29 AM.
#11
Posted 25 July 2013 - 10:51 AM
Crushus, on 25 July 2013 - 05:52 AM, said:
To trick myself into playing defensively, i sometimes kit out my mechs with a balanced weapon loadout and focus on the long range weapons (especially lrms) first, just to pass the time. For example, if you imagine a standard atlas, use the lrm 20 exclusively untill your ammo is depleted.
Then the battle should have developed to a point where you can wade in and bring down the unholy hammer on already damaged enemies with your short range weapons.
Unless, of course, your whole team as been ripped to pieces by then because you didnt support them properly
Horrido!
That is how I pilot my 3F Stalker. 2 LRM10, 2 LL, 4ML, 2 StreakSRM, 5/1 ton of ammo for LRMs/Streaks. It is mighty slow though...
#12
Posted 25 July 2013 - 10:54 AM
Step 1: hit launch and wait for bitching Betty to say "all systems nominal"
Step 2: do 50 jumping jacks
Step 3: go join the rest of your team who have hopefully already engaged the enemy
Even if this fails every time, you will feel better about yourself from the additional exercise in your life.
#13
Posted 25 July 2013 - 12:00 PM
#14
Posted 25 July 2013 - 12:06 PM
Just pick one mech and decide you are going to be with them the whole match. Then, either engage what they engage, or cover their backside. Should help.
#15
Posted 25 July 2013 - 12:10 PM
Geist Null, on 25 July 2013 - 05:31 AM, said:
I'd prefer being one of the Medal Of Honor winners that didn't die in an explosion at the end of the good fight...
#16
Posted 25 July 2013 - 01:46 PM
#17
Posted 25 July 2013 - 02:42 PM
My recommendation? Force yourself to play something decidedly long range for a bit, where pursuit is the last thing you want. An LRM 'mech, a sniper, something along those lines.
Another thing to try? Being a wing man. Pick a friendly 'mech of a similar loadout, and stick to them at all costs. I'd recommend any 'mech you suspect is part of a premade - if you see 4 people with the same faction logo pop in on the same lance, follow them.
Failing that, if you want to brawl and be the first in... my alternate advice is to run a build that can survive it! Check out a Centurion 9A with 3x SRM6 and 2x ML running a large standard engine (no arm armor). That thing can twist and move so much that destroying it takes forever, so at least you'll be able to soak a lot of fire while your team gets into position!
Edited by Victor Morson, 25 July 2013 - 02:43 PM.
#18
Posted 25 July 2013 - 04:52 PM
- Spiders have a compact frame that is tough to focus on, and Jump Jets; but a light weapons load (often tough to over heat them with most builds). Just stay in motion and the experience can be forgiving since they are elusive little mechs, but can be frustrating in certain matches with the weak firepower.
- Jenners have it all. Speed, firepower and Jump Jets, but they are also all CT. They can brawl well, strike well, and are excellent scouts. But they can also run hot, so you will need to practice Trigger Discipline with most builds and learn how to lead SRMs on bigger mechs if you carry them. Stick to using Lasers against other lights when in motion.
- Commandos are the toughest lights to use because they are less durable when hit, tend to be slower than many other light builds, and don't have JJs. But their unforgiving nature can teach you how to move on the battlefield, lead with SRMs if you have one of those variants, and they can often carry enough firepower as a striker mech to fight bigger mechs. But you'll often have to avoid fighting other lights fairly, if packing SRMs, since they are tricky to land on other lights and SRMs are also randomly having trouble registering damage against lights.
- You could also try the Ravens and Cicadas, they can pack fine firepower and speed (except for the non-ECM Ravens which are as slow, or slower, than the average Commando build). All three Ravens and the Cicadas can be easily legged though, and Cicadas are also mostly CT like Jenners (rather safe for XLs, but bigger and no Jump Jets can make them easy targets for pilots with good aim and LRMs). Only the RVN-4X has JJs from this group. And from what I've read the best three Cicadas seem to be the CDA-3M and the X-5 for sure, and possibly a tie at third with the CDA-2A and CDA-2B. So these mechs are also possibilities if you've tried other lights and like how piloting feels with that type of combo of their speed and firepower.
Just remember to stay in motion when moving between cover, do your best to stay out of sight, always use cover to your advantage, communicate as best you can to your team and have lethal intent when you do attack.
Rambo did use stealth often enough, and if for example, you happen to find an Assault alone and 1 on 1, you can at least keep it occupied so that you team can get an advantage. Lights can also often inflict the "Squirrel!" chase, distracting multiple mechs allowing for your team to advance and pick apart the enemy when that happens.
Hope the ideas help.
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