Jump to content

How To Get Better In This Game? (Cause Honestly I Suck)

Gameplay

47 replies to this topic

#21 HammerMaster

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 2,535 posts
  • LocationNew Hampshire, USA

Posted 24 April 2014 - 07:52 AM

To quote myself from a previous thread:

View PostHammerMaster, on 24 February 2014 - 05:49 AM, said:

The AS7-D is easily one of the best Atlas mechs. Just because it doesn't have ECM does not make it bad. I run mine as a TableTop style mix build:
325 standard
Endo
Double heatstinks
BAP
2 Artemis lrm 15
4 mlas,
1 LbX-ac10
(very similar to the Champion RS. less the gauss, add a lot more LRM ammo).

Alternatively you can do:
2 regular lrm 15
4 mlas
and ac-20
(Cheap as does not require a lot of upgrade. POWERFUL!)

Don't run in and "tank". No one heals you so that is out. Chuck Lrms on good targets till you are tired of it or run out of ammo. THEN move in and take out weakend opponents. You have armor and speed(for an atlas) and can take on all ranges. THIS is what it should be about. No one trick ponies. Also, invest in modules. UAV is great on ANY mech. LRMS need the avanced target decay. Sensor range helps BAP.


#22 Nicholas Carlyle

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • 5,958 posts
  • LocationMiddletown, DE

Posted 24 April 2014 - 07:55 AM

Oh also...for the Ilya, the Adv Zoom Module is amazing now. Huge investment for any mech using AC's and larger energy weapons.

#23 torytrae74

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 36 posts
  • LocationGermany

Posted 24 April 2014 - 07:59 AM

Thanks, I have the advanced zoom - I just have no idea about the other modules yet. Have to check them out - but they are all very expensive.

#24 Nicholas Carlyle

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • 5,958 posts
  • LocationMiddletown, DE

Posted 24 April 2014 - 08:00 AM

View Posttorytrae74, on 24 April 2014 - 07:59 AM, said:

Thanks, I have the advanced zoom - I just have no idea about the other modules yet. Have to check them out - but they are all very expensive.


There are definitely some helpful modules. Adv Seismic is still great for situational awareness (basically pings the minimap letting you know when people are nearby, even when out of LOS). Adv. Decay is important for LRM's to hold locks longer.

But the meta for modules right now are the Strikes, which do a ton of damage if you get used to using them, but they are consumables...which may not jive for you right now since you are saving to buy more mechs.

#25 Ultimax

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,979 posts

Posted 24 April 2014 - 08:02 AM

View Posttorytrae74, on 24 April 2014 - 06:32 AM, said:

I am back to this game after not playing it ... well ... since shortly after release I guess.
And boy it got tough. Most people playing seem to be regulars with lots of experience and sometimes I totally do not know what to do.


For this part, learning the maps and what to do, honestly just keep dropping!

It's going to be rough at times, so I take breaks when I get frustrated.

But there is no substitute for experience, so just keep working at it and a lot of things will fall into place on their own.



View Posttorytrae74, on 24 April 2014 - 06:32 AM, said:

Still - most battles I get torn to pieces within seconds only delivering around 200 dmg - so I guess its all about missing situational awareness. Getting seperated from the group - not paying too much attention ... dont know.


Sometimes I deal 600-700 damage, but my team loses.

Sometimes I deal 150 damage as I die trying to assault the enemy team's backfield and no one comes with me, but the team wins anyway.

So don't be too obsessed with damage scores, they'll go up as your aim and situational awareness improve.

I find the key is striking a balance between patience and aggression. Try to make every shot count.



View Posttorytrae74, on 24 April 2014 - 06:32 AM, said:

Any useful tips for me?

If I play my IM with 3 AC5, 2 LL and follow the assault group for second line fire support - it works fine most of the time averaging around 400-500 dmg ...


Sounds good to me. The Cataphract works well in that role.


View Posttorytrae74, on 24 April 2014 - 06:32 AM, said:

Whenever I try to utilize my founder Atlas I horribly fail though. I tested every possible loadout but get shredded to pieces so fast all the time.

Any help is appreciated. :P
Thanks


This isn't you.

Solo dropping in an Atlas can be a lesson in frustration.

You are slow, your team leaves you behind.

You push, sometimes they don't push.

You don't push, they berate you for not pushing.

When everyone does push, you will still be high on the target list.

You are prety to smaller, faster mechs if you are caught out alone.


I usually run with a 325 STD as my bare minimum if I am totally solo in an Atlas.

If you are a full on brawler build, you probably want to try and get a 340 or 350 STD.



As much as I hate to say it, the DDC is probably the much better bet for solo drops.

Aside from ECM being an exceptionally strong force multiplier, few teammates are so dopey as to abandon ECM which protects them. (and at worst the smart ones will stick close)

You can grab 3x LRM 5s so you don't need to constantly expose your entire torso to soften targets as you close.
(And you can still fit 2x AC 5s, 2x LLAS and a 325 STD with that).

ECM alone will provide huge value to your team, and help cover your advance towards the enemy.


This is close to what I run when I'm feeling totally maoschistic and solo PUG it in my DDC (I'd rather be in my Stalkers).

http://mwo.smurfy-ne...b076ee0c8949161

1.5 tons free, you could add AMS + 1 ton ammo, or BAP, or 1 DHS + pump armor back up a bit.

I try to hang back, provide long range fire support, ECM umbrella and help the team advance - if you have a spotter you can resort to indirect fire but I try to get visual locks when I use the LRM 5s.

Edited by Ultimatum X, 24 April 2014 - 08:08 AM.


#26 Nicholas Carlyle

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • 5,958 posts
  • LocationMiddletown, DE

Posted 24 April 2014 - 08:03 AM

I do agree...Atlases are REALLY hard to run now. They are just such big targets.

#27 Demuder

    Member

  • PipPipPipPipPipPip
  • 411 posts

Posted 24 April 2014 - 09:07 AM

From my limited experience, you cannot say you suck in any mech until you have unlocked all proficiencies for it. They make such a huge difference it's like driving a totally different mech.

#28 Karl Streiger

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 20,369 posts
  • LocationBlack Dot in a Sea of Blue

Posted 24 April 2014 - 09:15 AM

AS7-D

Peps for Long Range work
AC 10 for Mid Range work
SRM and MLAS for the dirty work

Alternatives
use Large Laser and AMS and upgrade the Torso Laser - maybe even a bigger engine.
drop a Heatsink and use a AC 20 instead of the 10
drop a heatsink downgrade the PPC to large alser - upgrade the SRM to LRMs

The Atlas is versatile - if you don't use all HPs available you loose that.
Prepare to fight at any ranges - deal damage at any ranges

Stay with the team - if they leave you allone - die with pride

#29 Nyte Kitsune

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 440 posts
  • Google+: Link
  • LocationSeattle, Wa USA

Posted 24 April 2014 - 09:32 AM

Welcome back!

Now that that is out of the way you already hit a few points dead on.

Firstly, and this goes for most pilots (Some benefit from this, but a crutch to most of us): Don't use Arm Lock, Go into options, Click The box to remove the check mark. Targeting is much smoother and allows you to track targets easier.

Stay with the pack, running off like Rambo will usually just get you killed fast.

Balance your loadout with your prefered method of play, but don't boat LRMs as it makes it impossible to defend yourself in close quarters.

Getting torn to pieces isn't necessarily your fault. The fact is its that multiple grouped weapons having "Near Pinpoint Accuracy" (Depending on the pilot), will kill you faster than just a few guys quickly popping off shots when they spot you, which is still something many of us are "Trying" to get them to change it to spread the damage of grouped weapons, people will whine about it if they do, as they wouldn't be getting 1-shot kills anymore, but tough, deal with it.

And well, you mentioned situational awareness, thats a biggie too, but there are times, no matter how much you're looking for them, they spot you first or have snuck in behind you. Can't be helped, even my Atlas has been ambushed due to my not watching my map only to realize that the rest of the lance went somewhere else even though they were there a second ago. It happens.

#30 Najek Yuma

    Member

  • PipPip
  • 27 posts

Posted 24 April 2014 - 02:10 PM

I would also like to add that you can get a lot of benefit from spectating other mechs, especially people running your same mech. This can allow you to see other loadouts and pick up tips and tricks from some good players. Even spectating mechs that you don't drive can give you insight into their preferred tactics and weak points.

Spectating is how I learned the importance of torso twisting, targeting an Atlas's right torso first, how consumables work (because I'm also a casual player and don't use them), how some of the modules like seismic sensor work (because I'm a casual player and my rare c-bills go to new mechs/equipment), how to avoid pop-tart snipers, etc. I find it invaluable.

#31 torytrae74

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 36 posts
  • LocationGermany

Posted 24 April 2014 - 02:11 PM

Thats also a good advice. Thanks :lol:

#32 Shatterpoint

    Member

  • PipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 358 posts

Posted 24 April 2014 - 02:34 PM

Stay well clear of any mechs and weapon setups that will carry you, it won't improve your playing at all and will just give you bad habits like rerolling the fotm each time it changes.

Some of the meta setups are so broken and easy it's an insult calling them easymode.

If you're not the rage quit type (and be honest with yourself about that), pick a mech that gimps you on purpose..when you've died so much that you're forced to improve in your gimp mech you'll find it much easier to pick up the new mech and weapon strategies.
I picked the Awesome to do this in, you can dish out the damage when you've learned heat management but you're sitting duck no.1 (after a light that stands still in the open).
Everyone will want you dead for an easy kill and will kill you fast before you've learned how to move, where to move, when to move, when to fire, when not to fire and all the other stuff you'll find in the guides here.

If you are the rage quit type and know you won't get up from repeated beatings then pick easymode of your liking and just practice the hell out of it..I'd recommend Jagers with big ACs for that, you'll run around with Mouse1 held down and watch stuff explode a lot but won't really improve beyond being good with that.

Edited by Shatterpoint, 24 April 2014 - 02:35 PM.


#33 Chuck B

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • 253 posts

Posted 24 April 2014 - 02:58 PM

Torytrae I just wanted to chime in about the founders Atlas. its not worthless.
The best pilot in the group I run with regularly uses his Founders Atlas and here is the surprising part.. He use's the standard weapons lay out . he averages about 300-400 damage and I've seen him hit 1K with it a few times. You just need to know how and when to engage. situational awareness is the Key to his ability. He is never the tip of the spear when we are attacking , hes normally 3-4 mechs back of the charge leader, hes great shot with the ac20 its the main weapon and fires its other weapons around it. He normally carry's an arty strike and the seismic sensor and target info gathering or target decay. The Seismic sensor is great for keeping your situational awareness and I have seen him drop an arty strike on him self to destroy a harassing Light behind him. Keep your eye on the mini map as much as whats in front of you. figure out were you need to be to maximize the push an assault can give to a charge or a defensive Line. Doing well can be done in a non DC atlas, but its not easy until you gain enough experience in what an assault can and cant do .

#34 Flyby215

    Member

  • PipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 901 posts
  • LocationThunder Bay

Posted 24 April 2014 - 07:19 PM

View Posttorytrae74, on 24 April 2014 - 06:32 AM, said:

Hi guys,

I am back to this game after not playing it ... well ... since shortly after release I guess.
And boy it got tough. Most people playing seem to be regulars with lots of experience and sometimes I totally do not know what to do.

I only do random solo drops - and still learing a lot about loadouts, new weapon balancings etc.

Still - most battles I get torn to pieces within seconds only delivering around 200 dmg - so I guess its all about missing situational awareness. Getting seperated from the group - not paying too much attention ... dont know.

Any useful tips for me?

If I play my IM with 3 AC5, 2 LL and follow the assault group for second line fire support - it works fine most of the time averaging around 400-500 dmg ...

Whenever I try to utilize my founder Atlas I horribly fail though. I tested every possible loadout but get shredded to pieces so fast all the time.

Any help is appreciated. ;)
Thanks


If you're dealing 200-400 damage per match you are at least pulling your weight (unless you are a missile boat, in which case you should be much higher). There's lots of good advice here that you should try, but I thought I'd add my little advice to stir the pot.

My methodology: If I'm not being shot at, I'm doing something wrong!

I like being the tip of the spear, I like taking damage, and in many matches I find myself down around 60% life before the rest of the team finally makes it to the fight... but nor am I stupid (well, at least not usually).

I'll gladly fight a DDC 1v1 in my Jester... at 600 meters where my 2xERLLs will hit and his AC20, MLs, SRMs will not. I'll gladly take on a missile boat inside 180m. I'll gladly fight a Firestarter in my Hunchback since legs are easy to hit and destroy with 9xMLs. It's easy to shoot at Cataphracts when they first pop their head over the ridge, because their low-slung arm weapons won't be able to shoot back. A YLW is pretty useless without it's gun arm, and Hunchbacks are pretty well dead after losing their hunch. Always shoot a Jagermech in the shoulder, always go for the legs on a light, if an Atlas has a weak left (when facing it) shoulder strip it off quickly (removes the autocannons). Always aim for the big-cannon-thing on a Misery. Buy a Targetting Module so you can identify targets quickly and find weak spots.

If there's more than one enemy mech looking at you, back up, find a new position, try again. Don't chase squirrels, that's exactly what they want you to do. Stay with the main group. Stay near the friendly DDC. If you're not shooting at an enemy, find an enemy to shoot at. If you have armour (80%+) but your teammates do not (60% or less) move up front. Two mechs with some armour is better than one mech unscathed. Don't get discouraged by losses, get pumped about wins. Strive to be the best player on the team, win or loss won't matter anymore.

Random tips are the best! :wub:

Edited by Flyby215, 24 April 2014 - 07:20 PM.


#35 ThatBum42

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • 220 posts

Posted 24 April 2014 - 08:05 PM

When running the Fatlas, you should consider finding other heavies/assaults and roll with them. You can set up a firing line and make it so you're not focus fired as bad. Or, you could find mediums/lights to protect your flanks and chase off other mediums/lights that you're too slow to track.

Either way, Atlases are no good alone. Probably good for a spearhead, though, but that requires actual teamwork and coordination, so don't expect too many people to back you up in PUG matches unless you picked up a wingman.

#36 DaZur

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 7,512 posts
  • LocationWisconsin

Posted 24 April 2014 - 08:17 PM

FWIW...

Don't let yourself fall into the mindset that bigger is necessarily better.

I can't fight my way out of a wet paper bag in an Assault but do just fine in Heavies and Mediums (I suck even more-so in lights)...

A comfortable mech chassis + grasp of how to maximize that chassis potential (Not necessarily being a slave to the meta) + understanding of tactics and strategies that fit your individual play-style = reasoned proficiency and a greater enjoyment of the game.

You happen upon a group, team or clan that you gel with only sweetens the "fun potential". ;)

#37 Durandal

    Member

  • PipPipPipPipPipPip
  • The Blade
  • The Blade
  • 227 posts
  • LocationDenver, CO

Posted 24 April 2014 - 08:21 PM

Oh yeah, grab a seismic sensor ;) Those are great. Unless you're an idiot like I am, and occasionally play other mechs while forgetting to move the module over...and thus forget you still have it when you go back to the mech you left it on.

I occasionally do dumb things :wub:

#38 OznerpaG

    Member

  • PipPipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 977 posts
  • LocationToronto, Canada

Posted 24 April 2014 - 08:44 PM

all unleveled mechs are PIGS to maneuver, and i would guess the atlas is the biggest pig of them all (i never owned one - i NEED minimum 75kph)

the simplest and easiest way for you to level up is to go all out on LRMs - sit back, and pound the CRAP out of every single contact that pops up.

tips:

always use Artemis - 50% faster lock-on

always have TAG, even if you don't use it 90% of the time - when you need it you REALLY need it, and it breaks ECM

always have have a BAP (beagle active probe) to lock on to distant targets

if you can, get target decay module to keep target lock longer and sensor range module

have 2000 LRM ammo so you can fire indiscriminately

don't waste your time with any ballistic weapon unless it's the AC2 for suppression or an AC20 to 1-shot lights - your weapon of choice is the LRM and all other weapons are for last ditch self defense

play assault only at first, and try not to stray far from base on the smaller maps - the base can watch your back and let you concentrate on laying down a barrage. skirmish and conquest turn into a disorganized mess quickly and you might get ambushed from any angle, while with assault you can (generally) assume the battle is in front of you


exciting? no, but win or lose it gets you decent consistent cash and XP until you master it and have some maneuvering chops to work with - THEN you can brawl to your hearts content if you choose. since you'l be slower than everyone else and behind them so you might as well be the artillery for your team, right?

#39 Levi Porphyrogenitus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 4,763 posts
  • LocationAurora, Indiana, USA, North America, Earth, Sol, Milky Way

Posted 24 April 2014 - 08:46 PM

Rule 1: Cover, cover, cover. LRMs are actually useful now, so you need to be wary of enemy NARC or TAG spotters; this is most especially important in a big, slow target like an Atlas. Move carefully, and be sure to leave cover for extended periods only if it is pretty clearly safe to do so, or if you have no other choice. Furthermore, the preponderance of long-range builds (PPC/AC combos mostly, though there might be a slight resurgence in double-Gauss builds of late) makes leaving cover without deliberation and care a death sentence, made even more sure when driving something as large and ponderous as an Atlas.

Rule 2: Brawlers only win if they can get into close combat mostly intact and with something like numbers parity. I've always been a brawler at heart, and have been drifting back to it over the last month or so. It is very unforgiving and requires a good sense of the flow of battle, but if you can work your way into position and hit the enemy when they're distracted, isolated, or sufficiently damaged that you can finish them off quickly, then you can make a hugely disproportionate impact on the game. As of the 29th (next Tuesday), SRMs should be vastly improved and brawling will have its core weapon back, which should help to make it a little bit easier to pull off so long as your positioning and timing are both good.

#40 BarHaid

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,072 posts
  • LocationMid-Cascadia

Posted 24 April 2014 - 09:55 PM

Here's a thought for you, OP: if you are having trouble being the point of the spear, then stop. Your Atlas has LRMs. Focus on using them until your ammo is low, and THEN wade in with the short guns. I only have experience with Trial assaults, but I did very well when in an Atlas. The only assault I have performed better in was the Stalker missile death EZ-mode 3F (total shite in the other trial Stalkers). There is an amazing amount of difference in feel between mechs. It's possible that the Atlas just isn't your bag.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users