

Entire Team Runs Away
#1
Posted 05 November 2013 - 01:20 PM
#2
Posted 05 November 2013 - 01:27 PM
#3
Posted 05 November 2013 - 01:31 PM
#4
Posted 05 November 2013 - 01:35 PM
Stingray1234, on 05 November 2013 - 01:31 PM, said:
56 but yeah pretty much death every time and the worst part is that i draw all the dam fire anyway so there's no reason for my team to scatter and not at least open up on a few of them
#5
Posted 05 November 2013 - 01:41 PM
I see a lot of Atlas pilots just keep wading forward and pay no attention to what their team is doing. Keep in mind not everyone's piloting a 100 ton death machine that can take gobs of damage: some of those mechs are relatively fragile and can't take a lot of hits before they go down. The margin of error's a lot higher with an Atlas and that can sometimes make their pilots a bit tactically blind, just expecting everyone else to follow them in.
#6
Posted 05 November 2013 - 01:43 PM
Anndy, on 05 November 2013 - 01:35 PM, said:
56 but yeah pretty much death every time and the worst part is that i draw all the dam fire anyway so there's no reason for my team to scatter and not at least open up on a few of them
I know your pain. I've found it helpful to just never be in the front. One simple tactic, move in formations, all the clans and houses use 'em. There's a reason for them, to help prevent this. Dropping in four man groups, I've been able to coordinate with the others to move in a wall, NOT SINGLE FILE. Of course, that can't always happen if you drop lone wolf. Also, every mech is different, and thus has those weaknesses. Jaggermechs have less armor, catapults have larger and easier to hit cockpits, locusts have long legs, the atlas is often too slow and an easier target. Every warrior must be aware of each mech's weakness and learn to work around them. I'd suggesting pinpointing your slowest mechs on your team and sticking with them, watch them closely. I've noticed when i sometimes get left behind, it's when I'm engaged in firing and they retreat only for me to realize it when they've already left. Be aware of your teamates, and the instant they begin to turn, turn with 'em.
#7
Posted 05 November 2013 - 01:43 PM
What are you running on your mech?
Have you used this site? http://mwo.smurfy-net.de/
#8
Posted 05 November 2013 - 01:47 PM
Anndy, on 05 November 2013 - 01:20 PM, said:
It's a bit of a problem with a lot of PuG games right now - there's reasons for it, but it's still bad play.
One major cause is the advent of 12-mans. Used to be 8v8 teams, so your 'mech was a more significant fraction of the total tonnage out there. Once 12v12 came online, the amount of firepower out there rose by 50%, so people who would walk out of cover at the wrong time would end up a smoking ruin in very short order - particularly if they didn't know how to mitigate damage.
Another contributing factor is weapon balance. Long-range weapons have been strong-to-dominant (depending on the patch) for a while now, so many people gravitated toward long-range builds. This is a normal process, of course, but it means that leaving cover - in the wrong way - can be even more deadly.
The best thing to do is try to get a feel for what your team is doing - they'll almost never move forward at first contact, so plan for that. Talk (nicely!) to your team and figure out what they want and are willing to do, and if they're running around silent, try to stay with and support the biggest group.
#9
Posted 05 November 2013 - 01:48 PM
I find myself singing this often.
#11
Posted 05 November 2013 - 01:52 PM

Point being, do your best to stay alive, move toward cover and/or teammates and hope for the best.
That and download TeamSpeak and google No Guts, No Galaxy Teamspeak. Under no circumstances should you check out my merc unit and try to join up with one of the best groups out there. Would be a total waste of your time

#12
Posted 05 November 2013 - 01:54 PM
Dawnstealer, on 05 November 2013 - 01:41 PM, said:
that's actually exactly what i've been trying to do after the first few times and i'll actually wait till a fight breaks out before i commit now but yeah next thing i know i'm surrounded and maybe have 1 other that stayed to fight
Stingray1234, on 05 November 2013 - 01:43 PM, said:
and that's exactly what happens lol, i try to watch what they are doing but in the heat of the moment it's hard to see my team scatter till it's too late
#13
Posted 05 November 2013 - 02:02 PM
this may seem counter to what your atlas is meant to do
but try a few game holding back, sit near the LRM boats or someplace at the back
at the start of the game there is always that skirmish time period where nobody wants to engage in full
the heavys and meduims poke and prod at the enemy lines trying to fine a weak spot to push into
when they find that and push, you jump in (or slowly stroll haha) and smash anything that gets in your way
this is when your high armor will play out as your team uses you for cover and advances on to victory
most people are getting much better at supporting the atlas going in face first
but if you pull that move to early , they will just leave you to die (i aint going in there that place is death)
i know it feels wrong , but just give it a few goes
hang back and wait for the right time to muscle in
#14
Posted 05 November 2013 - 02:39 PM
Naduk, on 05 November 2013 - 02:02 PM, said:
this may seem counter to what your atlas is meant to do
but try a few game holding back, sit near the LRM boats or someplace at the back
at the start of the game there is always that skirmish time period where nobody wants to engage in full
the heavys and meduims poke and prod at the enemy lines trying to fine a weak spot to push into
when they find that and push, you jump in (or slowly stroll haha) and smash anything that gets in your way
this is when your high armor will play out as your team uses you for cover and advances on to victory
most people are getting much better at supporting the atlas going in face first
but if you pull that move to early , they will just leave you to die (i aint going in there that place is death)
i know it feels wrong , but just give it a few goes
hang back and wait for the right time to muscle in
that actually worked really well for the last few games. just kinda sat back and let my team commit and thin them out a bit then i came in and cleaned house. there was a few complaints from the team but it worked so i think i'll stick to that for a bit
#15
Posted 05 November 2013 - 03:15 PM
The way i see it if you are pugging, which is all i can do at the moment, then you just sit semi middle and wait for a good moment where your teammates look commited then rush in. You have more chance then they will back your play. I find Atlas, especially Boar's Head, is good for shock and awe if you can jump people unaware or if they are already engaging another mech. Being able to shoot straight is a necessity though!
Sometimes a good flank assault is devastating too if you can manage it, nothing annihilates those long range snipers better than a rear attack then gun them down like dogs as they panic and flee! Takes a while to get there in an Atlas though....lol.
My KDR in my Boar's Head is 2.28 if anyone needs a good EU assault mech then hit me up!
Edited by Fade Akira, 06 November 2013 - 07:04 PM.
#16
Posted 05 November 2013 - 04:27 PM
Atlas' should always have a firing buddy too. Pick out a jagermech, or something known for boating big guns and instruct them to follow at about 80-100m. They will be thankful to have a 100 ton death-headed distraction, and you will be thankful to have another couple guns pointed at your targets. Remember that the only weapon in this game that is truly OP is teamwork.
Hope to see you faceroll me online sometime.
#17
Posted 05 November 2013 - 05:32 PM
#18
Posted 05 November 2013 - 05:44 PM
#19
Posted 05 November 2013 - 06:36 PM

#20
Posted 05 November 2013 - 06:36 PM
shame on you pugs shame.
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