Pro Scouting Advice
#1
Posted 06 August 2013 - 04:33 PM
1) don't engage the enemy until their armor is gone. Scouts have great speed and small profiles but lack burst firepower. Cycle through targets with R and type the quad u find them in.
2) use the beagle and tag. I've made 200k in cbills and 1200xp with just spotting. Dedicated scouts can make money and xp all day just by being the first to target and hold lock on high priority mechs (stalkers, tanks, bRawlers, snipers, scouts in that order. I stalkers are the highest alpha mechs and are therefore the most dangerous.)
3) get the engine first. Not all mechs start off with 100kph speed but easily can do so with a slightly bigger engine. If you're not pushing 120kph, you're too slow.
4) get behind the enemy. Take the long way round. Either you setup in the rear of the enemy and play god choosing who dies from lrm storms first or you hit the enemy making a flanking maneuver and prevent the early cap.
5) be the vulture. Vultures are terrifying for the implication that death is imminent. Play a good scout and you'll feel their fear as the try to run in their injured mechs. Take off the legs and turn the enemy into toy soilders.
Please take this to heart. Win by letting the team do the work and stop trying to out maneuver 5 mechs at once. Good luck and prey you never meet me in my spider.
#2
Posted 06 August 2013 - 07:54 PM
Unfortunately, that's a fairly dangerous assumption to make. For every drop where I've been able to use my sensors and TAG to play Finger of Death, I've probably had three or four drops where I don't see my side fire a single LRM and they just trickle one at a time into the guns of the entire enemy team.
In those cases, staying on recce duty just results in getting chased around the map by the entire enemy team and finishing a ten-minute match with nothing to show for it but 25K Cb and 100 XP.
#3
Posted 06 August 2013 - 08:08 PM
#4
Posted 06 August 2013 - 10:20 PM
#5
Posted 06 August 2013 - 10:50 PM
LoboSG, on 06 August 2013 - 10:20 PM, said:
TAG has a visible beam that can be traced. It is said that 'Tracers work both ways.' and this is also true of TAG. I have, one mroe than one occassion, spotted a mech tagging myself or a friendly, followed to see where the TAG was coming from, and crushed the tager. I've done this particularly quite a few times on Tourmaline. A lot of scouts coming from, at least what I think of as the North side, like to park to the southwest of the 'Stargate', up on the hill. Mechs advancing towards the 'Stargate' from the southern spawn point aren't initially able to see this location, and I often find a Jenner parked up there TAGing the team moving below. I do it myself quite often, though I rarely spawn on the northern side for some reason. It's a good spot, but once someone realizes you're up there tagging, you'd better get out fast.
#6
Posted 06 August 2013 - 11:01 PM
The calling out what you find part is the important part.
If you have to type, take cover first. If you can see them, they can see you. And if you are standing still while they are seeing you then you will be spectating right quick.
Lights can be scary in packs against people who stray from the herd or who are alone on a flank. Don't try to swarm alone. It doesn't end well. Unless you LIKE blowing up, in which case it works just great.
Unless you're the last guy standing. Then just entertain the 11 people who are watching you.
#7
Posted 06 August 2013 - 11:13 PM
Ertur, on 06 August 2013 - 11:01 PM, said:
The calling out what you find part is the important part.
If you have to type, take cover first. If you can see them, they can see you. And if you are standing still while they are seeing you then you will be spectating right quick.
Lights can be scary in packs against people who stray from the herd or who are alone on a flank. Don't try to swarm alone. It doesn't end well. Unless you LIKE blowing up, in which case it works just great.
Unless you're the last guy standing. Then just entertain the 11 people who are watching you.
To that, I respond:
There is little more devastating than a well-coordinated lance of lights.
#8
Posted 06 August 2013 - 11:49 PM
The video makes a lot of good points:
Constant motion.
Frequent change of direction.
Focus fire on flanks and back.
Finding the mech that's all by its lonesome self.
You don't need just 4 spiders to do that, 3 or 4 of any kind of light can be a miserable experience for even the most fearsome assault mech.
#9
Posted 07 August 2013 - 05:59 PM
Look here for some great scout related writing on the NGNG forums
#10
Posted 07 August 2013 - 06:45 PM
#11
Posted 07 August 2013 - 06:53 PM
While it is possible to engage sooner, it is better to engage later when the target is already busy unless asked to do otherwise as in this example.
Sitting behind enemy lines, behind so many enemies, completely undetected until orders are given.
Good luck mechwarriors!
#12
Posted 07 August 2013 - 07:17 PM
#13
Posted 08 August 2013 - 07:37 AM
2. always attack the rear side
3. dont play fair
4. if u get engaged by other lights retreat to team
5. help lrm boats
6. cycle through targets find weak one and kill it
7. use shut down to dissapear ( hide ) then power up and execute 2.
8. run through enemy team to create distraction
9. never zoom in ! ur situational awareness is paramount
10. WIN
this and being a squirrel on crack ! = Pain in the A$$
#14
Posted 08 August 2013 - 07:46 AM
Edited by BookWyrm, 08 August 2013 - 07:48 AM.
#15
Posted 08 August 2013 - 07:58 AM
#16
Posted 09 August 2013 - 07:22 AM
Fight when you have the otherguy outnumbered, and if that scenario doesn't exist assume you're outnumbered or about to be. The best thing a light can do for his team is stay alive. Things start to go south, you can play the objective better then any other weight class. (Though this is debattable with the current cap speed nerfs...)
#17
Posted 09 August 2013 - 08:30 AM
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