

What Am I Doing Wrong?
#21
Posted 04 April 2014 - 11:56 AM
Hunchback: Use as a brawler/knifefighter. Don't alpha unless you know you're going down and/or have a guy that's one shot away from death (or basically cored, yellow-red center). Conserve your heat and don't snipe with your lasers. Torso twist, can't express that enough in this mech, and never let your big ol' hunch get taken off (torso twist left always).
Catapult: Use as an LRM boat. Ask for locks and stay as close as you can to others. Press r and fire LRMs at people, SSRMs only at very close range. Ask for people to counter ECM when you see it. Try to torso twist as well to spread damage, though not as needed.
Victor: Use as a brawler/jumper. Careful with ultras and try not to jam them (fire some and then try to conserve it), and SRMs and MPLs at very close range only. Use JJs and spread damage always, never stand still or you'd take a lot of damage.
The game is very far away from P2W, more like Pay to escape the grind sorta feeling. Not many heroes are fully extremely powerful and/or better than the C-bill versions. 12v12 is reasoned through company vs company. It used to be 2 lances vs 2 lances or 8v8. I suggest sticking with the group always and do your job, aim at what others aim. PGI still needs to work on the 'new player experience' and needs work on other things too in the game.
#22
Posted 04 April 2014 - 11:56 AM
Group your weapons. Not all of them together, but maybe all your medium lasers for a close-in attack, and your missiles in a long range salvo. Try not to group dissimilar weaponry. The SRMs and the medium lasers have similar effective range,but wildly different effects when firing, and this is true for pretty much all weapon groups.
If you're in a slow mech, stay with the group, but don't get bunched up. If everyone moves into a chokepoint, either find another way around, or find a firing position to support the push. Getting caught up in a clusterfrag of big mechs just costs you armor, as often from teammates who can't keep it in their pants, as from enemy fire.
If you're in a fast mech, don't be afraid to do some exploring. That is expected of you, since your job is scouting. Do not rush enemies once you find them. Get a visual lock, maybe a TAG lock, keep in cover, and let the missile boats do the work. Be ready to run like hell. Nobody expects a light to hold off an Atlas (although it has been done)
#23
Posted 04 April 2014 - 12:10 PM
Flaming oblivion, on 04 April 2014 - 11:10 AM, said:
Target Interlock Circuits (TIC) or what button makes stuff go BOOM! I like to make sure my weapons are grouped with others of like range and type. For instance IRC the trial Catapult has 2 LRM 15 and 2 SSRM (Streak Short Range Missiles). Group the two weapon systems in different firing circuits. So all the LRMs are on one and all the SSRMs are on another. Next, if you find you are running too hot try using chain fire (Backspace) on a TIC. It will fire each weapon one right after another rather then all at the same time. That is a good way to manage heat and to keep the pressure up on an enemy. In many cases, if an opponent is taking too much damage or PERCEIVES that he is taking too much damage they will frequently attempt to with draw and lure you back to his friends.
The care and feeding of Lurms (LRMs) or the thing that really hurts the goobers running across open ground. Lurms have a max range on them of 1000m. That however is NOT the real effective range. When they say 1000m that is NOT the ground distance between you and the target, it is the total distance the missiles travel. Since the fly up in an arc you have to account for that as well. I normally won't open fire until my victim gets to about 900m and I vastly prefer about the 400-600m range bracket. Next thing you have to worry about is holding you lock. If the target is out side of you LOS or line of sight then you are dependent on not only YOU holding the lock through the entire flight time of you salvo but the other unit ALSO holding lock. After that, if your victim is in a pack of other Mechs then more likely then not there will be multiple AMS or Anti Missile Systems shooting down your Lurms. Only a massed salvo can beat a massed group of enemy units with AMS. Watch the center of your reticule it will be the regular color unless you get a hit then it turns the same red as your lock icon. If you fire a couple of salvos and don't get a hit switch targets. If you see a target box out there with a hash mark on it then a good guy is shooting him with TAG or Target Acquisition Gear, repay his love with a fiery rain of death. If you see something that looks like a signal bar then a good guy has hit the bad guy with a Narc missile that will help guide your fiery rain of doom to its fulfillment.
Pro Tips for using Lurms.
1, Lock those targets! "R" is your friend even if you aren't Lurming.
2, Watch those arcs.
3, Massed salvo vs massed AMS.
4, Watch for hits, no hit change target or move, he might be under some sort of cover.
5, Hash mark for the win!
6, Love the Narc, hate the Narced!
7, Keep moving!
8, Follow your Friends, or Keep the group love going!
9, If you see a bad guy in trouble add to his bad day, damaged bad guys=deader bad guys!
10, If you see a Katus in red, he is your friend.. Don't shoot him, he's friendly and cute.

Edited by Katus, 04 April 2014 - 12:11 PM.
#24
Posted 04 April 2014 - 12:55 PM
no one has mentioned this, so I will :
I often drop in a "heavy" Particullary my Cat c1 and find my lancemates to be a firestarter, jenner, shadowhawk or similar makeup I.E. much faster than my 82KPH Cat
so my advise look to see who you are sided with (your lance) if they are med/light and your in a heavy you will almost certainly be alone soon, check the other lances, look toward blue arrows hit 'Q" find that assualt,or another "heavy" get to him and then stay with AND behind him, now follow the advise of so many here, shoot what he shoots, if he surges, surge with him, however be aware, too many enemy just over that ridge and he will take you to your death also, if you step over and are looking a 4 plus enemy, get back to the rest of your pack quickly, "Stop, torso, reverse, spin your torso to spread that damage.
I dont pilot lights, but JJ + speed is your friend (stay with and behind the other lights, but within ecm if someone has it (blue eye in upper right of your hud) dont be afraid to engage if they do - just dont be the "first" one (grin) enemy tgt points, lights or fast med like you, LEGS, big slow hvy salts, try to get behind chew that rear armor.
trick to jj'n when you get in a jam -- torso look for an out, hit your jj now use the "f" key to bring your legs under where you are looking, hit your jj quick short burst one more time, zoom outta trouble.
Elo checkin on Drop Usually but NOT always
A lance where premade 4mades show up
B lance high elo or (second) premade including the 2 or 3 man premade teams
C lance lowest elo players
Position in lance
number 1 in Bravo lance you probably have the highest elo in B lance
highest to lowest top to bottom
Hope this will help you with the grind, others if I misquoted please feel free to correct me
I wont be offended (at my age if often mix things up a bit)
Muskrat
#25
Posted 04 April 2014 - 01:19 PM
That said, Flaming appears to have made 25 matches.
Any news on which mech class you prefer (light, medium, heavy, assault)?
#26
Posted 04 April 2014 - 01:35 PM

#27
Posted 04 April 2014 - 03:52 PM
#28
Posted 04 April 2014 - 04:21 PM
Do not wander off..stay near your group/lancemates and assist them...assisting your teammates should be priority. And you can potentially earn more C-bills that way. Focus fire along with your lancemates...focus on the same area. Aim for less armored areas..arms/ right and left torsos..rear areas. Center torso areas usually have the most armor and can take a lot of abuse.
Know your maps...stay near cover(buildings/hills..etc.) if possible...LRM's can make short work of you in open fields.
Manage your heat..whittle your opponent down. Trying for that massive alpha strike usually leaves you on the brink of shutdown, therefore making you easy prey.
Learn about the other mechs...most of them have strengths and weaknesses(ex: Stalkers can usually ruin your day at distance...but they struggle up-close(they have difficulty turning/twisting quickly) Other mechs can lose one arm and sometimes half their firepower is gone.
Try the testing grounds and practice on the dummy mechs and learn the maps.
Keep trying...this game can be tons of fun with some effort on your part.
#29
Posted 04 April 2014 - 05:11 PM

#30
Posted 04 April 2014 - 05:41 PM
#31
Posted 04 April 2014 - 05:52 PM
#32
Posted 04 April 2014 - 06:12 PM
As to waiting for 15mil - this will take a while.
After your Cadet Bonus, you're going to have 8-9mil C-Bills.
I would buy your mech then (unless you really want a bigger assault, then push for the extra 1-2mil to buy that),
then you can be earning experience points, and learning how to pilot your chosen mech, while getting the c-bills to upgrade it.
Then, once upgraded, you can continue learning while earning the C-Bills for either your other variants to Master that chasis, or another frame.
#33
Posted 04 April 2014 - 06:55 PM
And trust these other guys/gals above , all of it is good stuff.
Edited by Devayner, 04 April 2014 - 06:56 PM.
#34
Posted 04 April 2014 - 07:43 PM
Flaming oblivion, on 04 April 2014 - 10:26 AM, said:
Before you spend ANY Cbills on a mech make sure you read the forums for build ideas and look at this site http://mwo.smurfy-net.de/mechlab. Plan all your builds out in advance. Plan on spending the 1.5 million Cbills on double heat sinks- they are pretty much mandatory on 99% of all mech builds.
Above all, just try to have fun. Statistically speaking, your games should get better once you have about 100 matches under your belt.
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