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Critical Damage: What To Do?

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#21 dr lao

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Posted 24 April 2014 - 10:43 PM

stay with it fight with your team as long as you can stand even if you have just one small laser fire it and keep firing!!

make that last stand with your brother's

Edited by dr lao, 24 April 2014 - 11:19 PM.


#22 SethAbercromby

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Posted 25 April 2014 - 04:16 AM

View PostModo44, on 24 April 2014 - 08:39 PM, said:

Learn to twist (watch your paperdoll, turn to make the enemy shoot where you want), and stick with the team. There will be situations where you barely survive saved by your friends. They are not common, but they happen without forcing things.

The problem is that you cannot get below 20% with only torso damage. Unless you are lucky and your enemies are pretty bad shots at aiming at your torso or you have a 'Mech that can make more shots hit the legs with the help of JumpJets, getting the achievement will prove difficult to get. You might actually be best off with a Cicada to get the achievement because every hit will take a good chunk of the total percentage but you have enough mobility to get away with serious damage. My Stalkers got close but it always failed by having my legs still being in rather good condition.

Edited by SethAbercromby, 25 April 2014 - 04:17 AM.


#23 Modo44

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Posted 25 April 2014 - 04:38 AM

So you take a mech with tiny arms, that rarely gets legged, and expect team damage to help you to the achievement? Cool story.

#24 SethAbercromby

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Posted 25 April 2014 - 04:49 AM

View PostModo44, on 25 April 2014 - 04:38 AM, said:

So you take a mech with tiny arms, that rarely gets legged, and expect team damage to help you to the achievement? Cool story.

I think you are confusing me with someone. I'm not actively trying to force the achievement, but achieving it, rather than just getting close all the time, would be nice.

#25 Modo44

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Posted 25 April 2014 - 04:50 AM

So take a jumping mech, and one that actually shields with arms.

#26 Amsro

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Posted 25 April 2014 - 04:56 AM

I guess a couple obvious points would be;

-If you have a crital area try to avoid exposing it to the enemy
-Regroup with your team if you still have one, and move the back ranks.
-Be a shadow of someone else and shoot what they do.

If you can somehow return to being "invisible" try to, otherwise take out heavy hitting weapons during your first engagement to help mitigate having cored sections! Best defence is offence, shoot to disarm then to kill.

#27 SethAbercromby

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Posted 25 April 2014 - 04:59 AM

View PostModo44, on 25 April 2014 - 04:50 AM, said:

So take a jumping mech, and one that actually shields with arms.

I don't really see why you are attempting to lecture me after recommending a Cicada if you really want the achievement, but I'll be humoring you for a minute. If you want to survive some serious damage and wont that percentage to get low, having a stalker isn't tat much of a bad deal. Losing the ST equals to losing the arm and that will take a huge percentage out of your health pool. If people would prefer shooting the legs a little more, the Stalker would almost be the best choice as it has high survivability even with both STs ruptured.

#28 Modo44

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Posted 25 April 2014 - 05:03 AM

I never said anything about a Cicada. Go talk to the guy who gave you that silly idea. :)

#29 SethAbercromby

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Posted 25 April 2014 - 05:22 AM

Whoops, I phrased that a bit too unspecific. What I meant was that I recommended a Cicada to get the job done a few posts ago. Those ******** can take a surprising amount of punishment and their fast speed works in their favor to survive the match badly damaged. But most lights can do that job as well.

#30 Modo44

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Posted 25 April 2014 - 05:26 AM

I made it to 19% in a XL Griffin. I imagine it should be super easy if you take a standard engine and know just when to GTFO.

#31 Duncan Aravain

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Posted 25 April 2014 - 05:29 AM

At 16% in a 3E Banshee, the canyon winds howl even more.

#32 AlmightyAeng

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Posted 25 April 2014 - 05:31 AM

View PostCheloARG, on 24 April 2014 - 02:33 PM, said:

Hello everyone, I'm new so please be pacient and don't laugh at me =P.

I read a few guides so I can start playing without losing in the first minutes and I kinda handle it for the time, but I have a huge issue: when my 'Mech is at "critical damage" instance, what should I do? Quit? Run and hide? Hide and run? Suicide? Melee attacks don't worth the time and without long-distance weapons there's not much to do, but as I'm a newbie, maybe there's something to do to recover some health or something.

Thank you for your time!


There's no way to regain health in this game...going into the mechlab and increasing all your armor values to full is a good first step!

Once you're critical IN a fight, though, you have choices. The option I usually take is to bail out to the side. Don't stop and bakc up...don't keep staring straight at them. Present your side, and go find cover. Once there, determine if they're following you, or focusing on the rest of your team. If they're still focused on you, get behind your team. If they switched to your buddies, peek out and send return fire downrange.

Lots of torso twisting, and timing it to take the damage on the undamaged portions of your mech. Don't be easily visible out in front. Keep an eye out for a light mech coming to 'clean up.'

#33 Buckminster

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Posted 25 April 2014 - 05:31 AM

There is no healing in MWO. It may become part of a later game mode, but I wouldn't count on it.

When I hit critical damage, I tend to get more conservative. Back off a little, make sure that you have teammates nearby, and don't let yourself get caught away from the pack. I'll also pay more attention to my twisting, to try and protect the critical areas.

Although some of it depends on the situation. If I have torso areas critical, I'm more careful. If it's an arm, I'm less concerned.

#34 mailin

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Posted 25 April 2014 - 06:12 AM

It also depends on how much time has expired before you're critical. If it's early in the drop, then, play conservatively, but if it's later in the drop, the chances are great that there are at least several enemies that are also critted, in which case keep fighting. I find that being critical actually isn't that big a deal, but I also drive lighter 'mechs, not brawlers.

#35 Flaming oblivion

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Posted 25 April 2014 - 07:04 AM

If I go critical in a fight it depends what i'm piloting , If i'm in a light / med its not so bad i'm a hard target with my legs.... If I'm in somet bigger its rough I tend to get to the back of my team avoid open spots , and stay near cover utilising it the moment I'm targeted, The only time theres nothing you can do is if your facing one of the premades that all 4 of them will chase you because your wounded where ever you go , If your team doesn't help you the pre mades will feed on you (what they do best )

#36 AlmightyAeng

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Posted 25 April 2014 - 07:11 AM

Hang in there, OP, don't give up like this guy.

As an evil, baby-eating premade myself, I do solemnly swear that my above post is to help you IMPROVE...not feed my insatiable bloodlust.

Edited by Ghost Badger, 25 April 2014 - 07:11 AM.


#37 Flaming oblivion

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Posted 25 April 2014 - 07:24 AM

There is light at the end of the tunnel though 3/3/3/3 will help and the lowering of the elo bracket. Should make battles fairer making a mech having to retreat from the frontlines not such a game changer, I feel in the near future a solo only que will be added from reading up on 3/3/3/3 and the elo bracket. And then this game may actually be out of the dark times and be able to retain fresh blood. Live in hope die in despair

#38 ThatBum42

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Posted 27 April 2014 - 03:34 AM

You can still be useful if you're cored. You need to fall back to the second line and let the fresh mechs hold the front line, Roman style. Try to use ambush tactics and prey on the weak before they can retaliate enough to take you out. If you're fast you can cap in Conquest.

#39 luxebo

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Posted 27 April 2014 - 08:49 AM

Someday, there might be the implementation of repair bays. Someday though.

#40 Buckminster

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Posted 27 April 2014 - 10:14 AM

I'd love to see two stage battles, with some sort of limited repair and rearm in between. Maybe allow for armor repair and 2-3 tons of ammo each, but leaving structure damage and destroyed components as is.

Although my guess is that this sort of thing would really depend on CW being well implemented. The whole "extended campaign" idea of game play just doesn't appeal to everyone.





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