Jump to content

What Makes A Good Pilot? - Answered


59 replies to this topic

#41 pulupulu

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • 183 posts

Posted 26 September 2014 - 10:10 AM

View PostVandul, on 26 September 2014 - 09:10 AM, said:

Posted Image

Ah damn, this picture would have been so much better if the sentence is "Experience, the knowledge one gained after needing it!"

Edited by pulupulu, 26 September 2014 - 10:11 AM.


#42 Edustaja

    Member

  • PipPipPipPipPipPipPip
  • 730 posts
  • LocationFinland

Posted 26 September 2014 - 10:24 AM

Studying the top players and teams in MWO. Studying the maps. Studying competitive gaming in general.
Training the lessons learned into single player and group skills.
Leading your friends to victory.

The most valuable experience is getting your face rolled by some of the top teams and then learning from it. Not blaming your friends or teammates, the matchamaker or the gods for your loss, but learning and getting better.

#43 SirLANsalot

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,540 posts
  • LocationWashington State

Posted 26 September 2014 - 12:19 PM

Individual experience is far more important then if someone can "lead".

If you get a 12 man team of highly experienced players together, you do not need someone telling them what to shoot and where to go. Reason is, experience will tell them where to go, what to do, and how to group up with what mechs they chose. Very little communication is needed, just a short, "there over here" is all thats needed.

People rely too much on being led around. This is why the solo/duo que is so important. If you do nothing but group up and play with your friends, then your skills will not improve. If you play Solo que a lot, your skills as a pilot, will increase exponentially. Solo teaches you to be aware of EVERYTHING that is going on, there is no one there to say the enemy is over in H9, you have to find that out yourself. In solo que, its not about your teamwork, its about YOU.

After being in solo que for a while, if you head back into groups with your Unit, you will find out that you are going to be a lot better then before. You will find yourself responding to things on the battlefield, long before your Commander says anything about it.



Individual Skill trumps everything!

#44 Gattsus

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 843 posts

Posted 26 September 2014 - 08:10 PM

View PostMonkeyCheese, on 26 September 2014 - 03:10 AM, said:


It is this for me, knowing when to commit in a locust mech or an atlas and everything in between, same goes with ecm jamming, when to give away your position when sneaking/flanking with lrms or close range weapons, when is the best time to use that single uav and so on.



I fully agree with you on this. Since "committing" it's particularly important for nimble/slow mechs: i.e locust or atlas/whales. On misstep with them, and you're gone.

#45 Gattsus

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 843 posts

Posted 26 September 2014 - 08:18 PM

View Postpulupulu, on 26 September 2014 - 04:57 AM, said:

This topic should be called "what make a good pilot" instead.


Check new title ;)

#46 Lhaim

    Member

  • PipPipPip
  • Mercenary
  • 60 posts

Posted 26 September 2014 - 08:53 PM

Timber Wolf.

View PostSirLANsalot, on 26 September 2014 - 12:19 PM, said:

Individual experience is far more important then if someone can "lead".

If you get a 12 man team of highly experienced players together, you do not need someone telling them what to shoot and where to go. Reason is, experience will tell them where to go, what to do, and how to group up with what mechs they chose. Very little communication is needed, just a short, "there over here" is all thats needed.

People rely too much on being led around. This is why the solo/duo que is so important. If you do nothing but group up and play with your friends, then your skills will not improve. If you play Solo que a lot, your skills as a pilot, will increase exponentially. Solo teaches you to be aware of EVERYTHING that is going on, there is no one there to say the enemy is over in H9, you have to find that out yourself. In solo que, its not about your teamwork, its about YOU.

After being in solo que for a while, if you head back into groups with your Unit, you will find out that you are going to be a lot better then before. You will find yourself responding to things on the battlefield, long before your Commander says anything about it.



Individual Skill trumps everything!


People do not rely on being led its simply a massive force multiplier if you coordinate or just strike together. While i agree that solo practice will make you a better overall player the skillset required for group vs. group play is certainly not limited to a sheep mentality.

One could easily turn your argument around by bringing up people that only drop solo and therefore have no idea of the dynamics in 12v12 play.

Experience in both makes good players, a Timber Wolf helps too :P

#47 ShinobiHunter

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,009 posts
  • LocationPennsylvania

Posted 26 September 2014 - 09:07 PM

View PostLhaim, on 26 September 2014 - 08:53 PM, said:


Experience in both makes good players, a Timber Wolf helps too :P

I'd say a Dragon makes an even better player ;)

#48 SirLANsalot

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,540 posts
  • LocationWashington State

Posted 26 September 2014 - 11:21 PM

View PostShinobiHunter, on 26 September 2014 - 09:07 PM, said:

I'd say a Dragon makes an even better player ;)



This!

I started out as a Dragon pilot back in Closed Beta (back when the UAC5 was GOOD and the stupid "jam" system never existed like it was originally designed in all other mechwarrior games). Ran 2 ML and a UAC5 and a AC5 together, just loved that thing.

#49 Rogue Jedi

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,908 posts
  • LocationSuffolk, England

Posted 27 September 2014 - 12:04 AM

what it takes to be a good pilot depends on what you are piloting and the role you are fulfilling, if you pilot an assault exclusively you can get to be a good assault pilot but if you purchase a light or medium your assault Mech skills will be almost useless (beyond basic Mech control anyway)

the best way to improve is to join a team, preferably with voice communications working with a group, even something as simple as coordinated focus fire (e.g. someone calling "target Shadow Hawk Alpha, right torso is open", and 4 people aiming for the right torso of the Shadow Hawk with an A above it in the HUD) will improve your earnings and help you become a better pilot. if you can frequently work with the same group of people you can become realty good because you will learn to work well together. when you trust your teammates to cover you and work with you that is one less thing to worry about so you can concentrate on your role

#50 Johnny Reb

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,945 posts
  • LocationColumbus, Ohio. However, I hate the Suckeyes!

Posted 27 September 2014 - 12:05 AM

View Postpulupulu, on 26 September 2014 - 04:57 AM, said:

Experienced pilot? Does it matter?

Experience != good

Experienced pilot just mean
a. Play time exceed certain number
b. Have enough fund for proper mech
c. Played in each map enough to know the layout
d. have story to tell
e. understand terminonlogy

This topic should be called "what make a good pilot" instead.
Then that would mean
a. Have good awareness of the battlefield
b. Applied knowledge of mech strength and weakness
c. Applied knowledge of his role to fit with the team
d. Have good hand eye coordination to land shots
e. Applied map knowledge
f. Ability to create opportunity
g. Can make fast, accurate, and decisive decision
h. Ability to perform under pressure
i. Ability to take critizism/failure and improve

Heh. Also a computer that since closed beta still runs a decent frame rate should be added.

#51 Gattsus

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 843 posts

Posted 27 September 2014 - 02:40 AM

So many good ideas and food for thought. I think I'll summarise them in a post. Thank you! :D

#52 Viges

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,119 posts

Posted 27 September 2014 - 06:05 AM

I can't believe this thread, you all are so wrong.

The true master uses the proper loadout.

This guide is for you. Go to the next level!



#53 TWIAFU

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 4,011 posts
  • LocationBell's Brewery, MI

Posted 27 September 2014 - 06:30 AM

Situational Awareness.

Knowledge of mech and it's systems.*

Teamwork.

* This mean you ECM pilots that cannot hit one simple key that can turn the tide of battle.

#54 Gattsus

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 843 posts

Posted 05 October 2014 - 09:38 PM

I hope this helps you all :D
kudos to all contributors

#55 Golden Vulf

    Member

  • PipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 656 posts

Posted 05 October 2014 - 09:48 PM

View PostPh30nix, on 26 September 2014 - 02:28 AM, said:

Patience


Cowardice is never a redeeming quality!

#56 SaltBeef

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,081 posts
  • LocationOmni-mech cockpit.

Posted 05 October 2014 - 10:27 PM

Is this where we sit around for 10 years until you tell me I am big enough to break a brick with my Big Toe! :D

#57 r4plez

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 812 posts
  • LocationFoundry

Posted 06 October 2014 - 02:50 AM

Good pilot is a person who bought 500$ gold mech.

Edited by r4plez, 06 October 2014 - 02:50 AM.


#58 Karamarka

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 809 posts

Posted 06 October 2014 - 02:56 AM

View PostZolaz, on 26 September 2014 - 02:06 AM, said:

200 damage consistently.


i redesign my mechs if i cant get past 300 on the first 1-3 games.

View PostTB Xiomburg, on 26 September 2014 - 05:46 AM, said:

The ability to learn and grow from ones mistakes, instead of blaming others.


Except when you do 750+ damage and get 3 kills and your team still loses 12-4 , people who follow these mantras must be blaming themselves every night.

Edited by Karamarka, 06 October 2014 - 02:57 AM.


#59 MeiSooHaityu

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 10,912 posts
  • LocationMI

Posted 06 October 2014 - 03:07 AM

Building a solid mech is definently part of being a good mech pilot.

I think the MOST important part is good battlefield awareness.

You need to know where you, your forces, and your enemy is at all given times. You need to know when to push the advantage, to flank, or wait for the enemy to come to you.

A lot of this comes with experience and knowledge of the maps, but a UAV or Seismic doesn't hurt either :)

#60 kingalbertII

    Member

  • PipPipPipPipPip
  • Philanthropist
  • 100 posts

Posted 06 October 2014 - 03:10 AM

- knowing where your teammates are. this goes especially for lights AND heavy assaults (dwf in particular). if a light attacks my dwf, i don't try to fight it, i try to move toward and draw the attention of the nearest teammate and let him chase away the pestering light.
if you are a light, make sure that when you start shooting the back of an enemy assault, there are allied heavys and assaults on the other side to commit when he turns around to attack you.

- knowing who or what to focus fire upon. if you see a bunch of mechs moving without them appearing on the iff, look for the mech that has the highest probability of carrying an ecm and focus the part on that mech where the ecm is (=> LT of the atlas in the invisible group). the loss of ECM can be a huge blow.

- a second important target are glass cannons. pulling of sneak attacks on those can be very rewarding (remember, jagers have weak but dangerous arms)

- knowing when to switch ECM modes. i see mechs switch ECM modes far to little. All your lrm boats low signaled because a COM-2D is running around between them? might be worthwhile to switch to counter. also, go run in between covered enemies and switch to counter to give them a nasty surprise as they suddenly lose their coverage.





13 user(s) are reading this topic

0 members, 13 guests, 0 anonymous users