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I Feel Outgunned - Solved


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#41 Funkadelic Mayhem

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Posted 06 July 2014 - 08:54 PM

View PostCion, on 06 July 2014 - 07:52 PM, said:

I hope this is a joke.

That's what this thread is about, asking for suggestions on how to play better, or get better builds. You are not adding anything to the conversation :). I can't justify the price for clan mechs atm. I just buy MC here and there. but that doesnt even matter in this thread. Please submit a constructive idea if you have one. this is not a "clans are op" thread. Please read next time. peace.


Do people not read these days? thanks for the post, but if you read, that is exactly what I'm asking about. New ideas, tactics, builds I have not thought of before. No one is blaming or crying "OP"

Please read next time. New ideas welcome. Thanks.


LOL I dont know if people read, you ask me because i spicificly said:

View PostFunkadelic Mayhem, on 06 July 2014 - 07:48 PM, said:


Stop standing STILL in the open
Stop stopping to shoot
COVER IS YOUR BEST FRIEND!



I have played with you many times, and you stand in the open, you stop to shoot and you dont use cover.

#42 IraqiWalker

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Posted 06 July 2014 - 09:01 PM

I'm ignoring every other post in this thread, which might be bad. However, I aim to answer the OP's questions.

Clan mechs suffer from lack of proper PP FLD (except for a few specific builds on the DWF and TBR). IS mechs are better at hit and run attacks than clan mechs will ever be.

Their weapons though, will melt you if you decided to have a stand up slugfest with them. Their weapons are mostly DoT, however, they are usually the best DoT weapons in the game.

My Orion has been my best clan buster mech so far. STD 300, AC 20, 2xSRM4s, and 4xMLs.

What you want to do is always shoot them from NOT the front. The Daishi is the embodiment of their frontal devastating fire power. However, if you take 2 steps left, it misses with 75% of all it's weapons. As such, always out-maneuver them when you can. Use cover to pop in and out quickly.

You can pop out of cover. Fire your alpha, and pop right back in, before they can finish firing all their weapons.


Basically, focus more on hit and run, and PP FLD will help a lot.

Once you get more comfortable with killing them without PP FLD, you can start using DoT weapons and fight the clans on their own terms. The clan mechs aren't OP, however, they definitely feel threatening and intimidating. Keep that in mind when facing them.

The difference between here and lore, is that the pilots here are definitely close in skill level to each other. IS or Clan.

Edited by IraqiWalker, 06 July 2014 - 09:05 PM.


#43 Spheroid

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Posted 06 July 2014 - 09:03 PM

You are probably committing to battle too early. An epidemic of cowardice is sweeping the PUGs. For some reason Clan mechs are in the back instead of on the frontline.

I have no fear of taking any Clan mech of any weight once the herd thins a little. Usually its the insane volume of focus fire that leads to early death.

Edited by Spheroid, 06 July 2014 - 09:55 PM.


#44 Bhael Fire

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Posted 06 July 2014 - 09:05 PM

I don't feel "outgunned" but I do feel like the "solo" queue (what a farce that name is when it allows groups of 2-4 in it) is complete GARBAGE now.

It's worse than it's ever been for me when playing solo. My grouped games are pretty decent...my solo games, not so much.

REALLY hoping they open up a SOLO ONLY queue soon. SO tired of playing against groups when I'm playing solo.

#45 Karamarka

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Posted 06 July 2014 - 09:11 PM

View PostSandpit, on 06 July 2014 - 07:37 PM, said:

It may also have to do with your Elo climbing to stiffer competition. From what I've seen, if you go charging in against clans you're going to get clubbed fairly quickly (not that I'm saying you are) so I've learned patience is even more key against clan mechs


ELO is a myth in MWO.

#46 Mcgral18

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Posted 06 July 2014 - 09:12 PM

View PostBhael Fire, on 06 July 2014 - 09:05 PM, said:

I don't feel "outgunned" but I do feel like the "solo" queue (what a farce that name is when it allows groups of 2-4 in it) is complete GARBAGE now.

It's worse than it's ever been for me when playing solo. My grouped games are pretty decent...my solo games, not so much.

REALLY hoping they open up a SOLO ONLY queue soon. SO tired of playing against groups when I'm playing solo.


I don't think I've even seen an obvious premade in my pug drops yet.


Of course matches have still been pretty lopsided, but that's the MM for you.

#47 Bishop Steiner

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Posted 06 July 2014 - 09:45 PM

View PostCion, on 06 July 2014 - 08:19 PM, said:

thanks bro, will give it a shot next gaming block time I have.


I;ve seen that JM6 build a lot lately. interesting......
I like that Orion Build, I have notices SRM4+artemis is pretty good.

Althought I do own those chassis I'll see what I can do. they seem efficient, and even its SRMs or LBX I;ve seen (and sometimes done) ppl "concentrate" damage with those.

I generally pilot mediums, so maybe that is why I do well against the Clan Mechs in them, I seldom meet strength on strength, but always do like many others suggest, bit and run, flank, and generally use cover, hit, fade, then hit again.
aSRM4s are the single most efficient brawling weapon, with decent alpha to heat, recycle time, fire pattern and ammo efficiency. In truth, IMO, SRM6 are usually a waste of time. I also favor the AC10 and LB-X for similar reasons, as the cycle rate, low heat and such are more than worth the tonnage.

I expect my Ilya Muromets build, using a 340xl, 2 mediums and 2 ac10 to actually do well too, since I can keep jackhammering those ac10s all day long.

The Jager, one of my pet creations (and one Mischief I believe will vouch for the efficacy) is slightly less effective now that MGs don't seem to be near as damaging to components, but the low heat, constant barrage is great, and Lights tend to dislike the double barrel shotgun effect, to boot. That said, I used to be able to buzzsaw through even freshly armored mechs pretty fast, now it's not quite as efficient. But it still has opened a LOT of Clan Cans.

#48 Wild Hamster

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Posted 06 July 2014 - 10:57 PM

That's the way it is unfortunately, you just have got to bite the bullet (pun intended)

I personally think fighting clan mechs just leaves less room for error, so you've got to be more careful. The other day I made the mistake of running into a rock and was instagibbed by an eagle-eyed Nova's alpha.

#49 xXBagheeraXx

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Posted 06 July 2014 - 11:16 PM

Clan mechs for the most part lose the "peekaboo" game...All you really need to ruin a clanners day is jumpjets and an ac20....im loving my Blackjack grind right now.

I had one game a few nights ago in my Dual gauss Muromets in mordor (terra therma) where timberwolves and thors kept parking at the top of ramps and trading with me...they kept getting dual gaussed in the ct and i kept spreading thier acs and large lasers all over the place...2 mechs and 600 damage+ azztons of components later i was still standing with only reddish armor and quite a few of them weren't. When we start getting High alpha big gun IS assaults heavies and the like things will start evening out....

I really dont know what to look forward to heavy wise as far as new mechs in this time line, nor how well armed they are, but I DO know that the mauler and the king crab will definitly even up the Dakka curve..wont be as well armed as a dire wolf since they will probably be standard engine builds, but they can at least carry dual ac20s or gauss with some decent supporting weapons and ammo, a first for the innersphere up to this point.

#50 Ursh

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Posted 06 July 2014 - 11:16 PM

Shawk or BJ with an AC20 works better than the hunchback, due to hitboxes and JJ. I'm not quite sure why people doggedly keep recommending a mech that loses all its firepower the minute someone takes the time to alpha off that massive right torso.

Ilya with a 330xl, 3xAC5 and 3xM-laser works pretty well if you can get a good position. Always flank, never facetank.

#51 xXBagheeraXx

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Posted 06 July 2014 - 11:20 PM

View PostBishop Steiner, on 06 July 2014 - 09:45 PM, said:

I generally pilot mediums, so maybe that is why I do well against the Clan Mechs in them, I seldom meet strength on strength, but always do like many others suggest, bit and run, flank, and generally use cover, hit, fade, then hit again.
aSRM4s are the single most efficient brawling weapon, with decent alpha to heat, recycle time, fire pattern and ammo efficiency. In truth, IMO, SRM6 are usually a waste of time. I also favor the AC10 and LB-X for similar reasons, as the cycle rate, low heat and such are more than worth the tonnage.

I expect my Ilya Muromets build, using a 340xl, 2 mediums and 2 ac10 to actually do well too, since I can keep jackhammering those ac10s all day long.

The Jager, one of my pet creations (and one Mischief I believe will vouch for the efficacy) is slightly less effective now that MGs don't seem to be near as damaging to components, but the low heat, constant barrage is great, and Lights tend to dislike the double barrel shotgun effect, to boot. That said, I used to be able to buzzsaw through even freshly armored mechs pretty fast, now it's not quite as efficient. But it still has opened a LOT of Clan Cans.



Is that that dual LBX Machine gun Jager?

I hate those.

I REALLY hate those when i have open armor QQ

MG's op nerf plz.

View PostUrsh, on 06 July 2014 - 11:16 PM, said:

Shawk or BJ with an AC20 works better than the hunchback, due to hitboxes and JJ. I'm not quite sure why people doggedly keep recommending a mech that loses all its firepower the minute someone takes the time to alpha off that massive right torso.

Ilya with a 330xl, 3xAC5 and 3xM-laser works pretty well if you can get a good position. Always flank, never facetank.


Yeah one spin in the trial blackjack convinced me to sell the hunchies I was working on...for that very reason xD

#52 IraqiWalker

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Posted 07 July 2014 - 12:22 AM

View PostUrsh, on 06 July 2014 - 11:16 PM, said:

Shawk or BJ with an AC20 works better than the hunchback, due to hitboxes and JJ. I'm not quite sure why people doggedly keep recommending a mech that loses all its firepower the minute someone takes the time to alpha off that massive right torso.


Because unlike the slow and unmaneuverable Shawk, the hunchie can practically shoot directly behind it. Torso twist better, and is on average more nimble. Not to mention that it can REALLY front load the armor on that hunch, compared to the SHD chassis.

Also, the Hunchie is shorter, and can torso twist better. Loses out on JJs, but gains ground-bound mobility, and great torso twist range and rate.

In my opinion, it's still the best new player training mech in the game (especially the 4SP)

#53 TexAce

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Posted 07 July 2014 - 12:37 AM

My fav IS mechs right now (all K/D 2+ with only solo pugging).

Kintaro with 4xMPLs, 3xStreaks
Awesome 8R - 4xSRM6, 2xLL, 1ML
Jager with 2xAC10, 4xSRM2
Jager with 3xAC5, 2xMG, 2xML
Jager with 2xLBX, 4xML
Victor AC20, 3xSRM6, 2xML
Victor 2xUAC5, 2xSRM6, 2xML
Phract 3D with 2xAC10, 1PPC, 2ML
Stalker 4xLL, 4xSRM6, 1xSRM4 (Alpha 90+)
Hunchy (Bishops Can-Opener) AC20, 3xML, 2xMG
Banshee AC20, 5xML, 2xLPL

All of them work well

Edited by TexAss, 07 July 2014 - 12:39 AM.


#54 Navy Sixes

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Posted 07 July 2014 - 12:41 AM

I don't know how you feel about LRMs, but I'd like to share some things I've discovered regarding IS LRMs against Clans.

I've been running my Griff with an LRM30 loadout and I've been faring well against clan builds. Above all else, avoid the gimmicky "spam-cat" builds. You want to run the "big-box" LRM15/20s. Those big hit-boxes on the clan mechs seem to suck in every missile in a salvo, especially if you're playing aggressive and finding your own LOS for Artemis to narrow the spread. In an LRM-off, IS wins because you can bring it all down on them in a heap, while they drizzle missiles into your twisting and AMS damage-soak. Staring down their beam/ ballistics is more problematic.

The trick is to keep moving while you fire and still maintaining the lock. You want to be able to twist-spread that damage, even if it means breaking the lock for a moment and then reacquiring before they hit. Try to catch them engaged with someone else so you don't have to stare down their guns (I suppose that's a truth vs. any enemy).

Also, while you always should have something you can throw at enemies up close, against clan mechs I don't seem to require as much. The clan mechs (especially the lights) are not particularly fast, so their not the threat to LRM builds that the IS lights are. If you can catch them closing, it's easy to get enough salvos into them so that they're torn up by the time they get in close. At that point a couple of medium lasers will finish them off, and they're a lot easier to hit -both because of their bigger size and slower speeds- than those zippy IS lights.

Edited by Tycho von Gagern, 07 July 2014 - 12:42 AM.


#55 BOWMANGR

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Posted 07 July 2014 - 12:49 AM

View PostUrsh, on 06 July 2014 - 11:16 PM, said:

Shawk or BJ with an AC20 works better than the hunchback, due to hitboxes and JJ. I'm not quite sure why people doggedly keep recommending a mech that loses all its firepower the minute someone takes the time to alpha off that massive right torso.

Ilya with a 330xl, 3xAC5 and 3xM-laser works pretty well if you can get a good position. Always flank, never facetank.


That moment when the Ilya blows up from a AC20 round in that XL sidetorso launched from an 180 degrees torsotwisting Hunchie though.... ouch. :unsure:

#56 Ursh

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Posted 07 July 2014 - 01:11 AM

View PostBOWMANGR, on 07 July 2014 - 12:49 AM, said:


That moment when the Ilya blows up from a AC20 round in that XL sidetorso launched from an 180 degrees torsotwisting Hunchie though.... ouch. :unsure:


I keep seeing these very self-confident posts from people talking about how great that ac20 hback is, but I keep on seeing hbacks running around in game missing the half of their mech that contains that gun, either from me or from someone else being kind enough to remove it for them.

Am I living in some parallel universe where I'm the only person who understands that you can shoot the ac20 hback torso from three different sides, or four if I have any kind of elevation advantage from terrain or JJ? Torso twist all you want, but you'll be saying goodbye to that hunch as soon as someone competent decides they want it gone.

#57 TexAce

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Posted 07 July 2014 - 01:29 AM

View PostUrsh, on 07 July 2014 - 01:11 AM, said:


I keep seeing these very self-confident posts from people talking about how great that ac20 hback is, but I keep on seeing hbacks running around in game missing the half of their mech that contains that gun, either from me or from someone else being kind enough to remove it for them.

Am I living in some parallel universe where I'm the only person who understands that you can shoot the ac20 hback torso from three different sides, or four if I have any kind of elevation advantage from terrain or JJ? Torso twist all you want, but you'll be saying goodbye to that hunch as soon as someone competent decides they want it gone.


doesn't matter I am one of those Hunchy AC20 pilots and I can tell you by then I already killed at least 2 mechs with it, before it got removed. Why? Because I know how to position myself inside my team and I'm not rushing like a freaking monkey on to the enemy mechs as a medium mech.

#58 Johnny Reb

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Posted 07 July 2014 - 01:32 AM

I am bringing my Atlas D-DC pretty exclusively so I can hide my fat mates and with my arty 35 still can do damage. Also my 2 large pulse help in a close encounter.

edit: heat is really only an issue on hot maps, and then it is usually manageable.

Edited by Johnny Reb, 07 July 2014 - 01:36 AM.


#59 Sturmbringer

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Posted 07 July 2014 - 02:36 AM

you feel outgunned because you are. avoid direct confrontation and as many said already, weave in and out of cover and attack with high damage pinpoint weapons.

my clanbuster mech is a jaeger with dual gauss and 80 ammo. its a high skill/risk high reward build. use the friendlies as cover and hammer at the clans torso area. when they shoot torso twist, go back to cover or line up another shot.

IS mechs with mixed loadouts dont work for me anymore because clan mechs have more weapons and will out DPS you in a duel at longer ranges.

Edited by Sturmbringer, 07 July 2014 - 02:37 AM.


#60 MischiefSC

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Posted 07 July 2014 - 03:31 AM

View PostIraqiWalker, on 07 July 2014 - 12:22 AM, said:


Because unlike the slow and unmaneuverable Shawk, the hunchie can practically shoot directly behind it. Torso twist better, and is on average more nimble. Not to mention that it can REALLY front load the armor on that hunch, compared to the SHD chassis.

Also, the Hunchie is shorter, and can torso twist better. Loses out on JJs, but gains ground-bound mobility, and great torso twist range and rate.

In my opinion, it's still the best new player training mech in the game (especially the 4SP)


This. Hunchies are small and unobtrusive. Alone people will jump all up in one. You see one back and a bit behind a Timber Wolf, Atlas or other face-eater and you'll pencil him in down the list some. You're up on a hill with 2 PPCs in your Cicada and you see the backs of a TWolf, Hunchie and a Dire Wolf it's no hard guess who he pops in the back. No way of knowing if that Hunchie is a nutbar with an XL or smarty with a standard and the CT is narrow at range and from behind.

You ride shotgun for someone who's going to draw a lot of fire. Then you lean out and give them a rude, painful surprise. At which time they remember a tad too late just what a stupid mount of grief you can stuff in a Hunchie on almost any chassis. Armor up front, quick enough to to nip around your wing leader and WHAM.

BJs can't take a hit and Shawks draw fire - they get mistaken for Summoners, Banshees, etc. at range. Tall, lanky and menacing pokey bits. People give a Hunchie a pass when it's in meaner looking company. It's a bad mistake. The KDR on my AC20 Hunchie is better than any of my other mediums - specifically for this reason. Play quiet, play back, ride shotgun and wait for a good driveby.





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