This tournament came down to a lot of "luck" when it comes to your team. They need to be good enough to win yet not good enough to roflstomp.
Staying behind and hoping to mob up when your team is mostly dead is a terrible idea because a Quickdraw melts pretty fast when multiple mechs are gunning for you. You need to be near the fights flanking, supporting heavier mechs that push and pest control. It's amazing howmuch of a difference you can make when you make sure lights aren't coring your assaults from behind or generally flanking your team. Don't hunt them though just make sure they don't have a party with the rear of your team. Herd thy Whales!
Cover + Radar Dep. is your friend learn to use the terrain to move around without exposing yourself to much. When you do draw the attention of something that could one shot your st's get into cover and be patient. A lot of people will get bored after waiting longer then 10 seconds for you to pop back around the corner. Use seismic to follow their movement and evacuate when they move toward your position.
In a tournament like this people get impatient quickly because they neeeedz that assist and "must haz killz nauw". Take advantage of that! They are more likely to charge into the open or just ignore something that's not easy to alpha down.
I didn't change anything in my loadouts or playstyle apart from the occasional longshot to get an extra assist and didn't use any consumables because I'm cheap.

If you do well you'll be alive until the endgame and your chances of getting that monster game for points increase a lot.
I didn't have much time this weekend and played maybe 9 hours... Still got 8th by just doing my thing.
My build this Tournament:
http://mwo.smurfy-ne...7909ba528dc916d
It runs hot but nothing that can't be managed.
I feel anything under a 330XL doesn't make it quick(draw) enough although some disagree with me and use a 300 std or XL I feel it makes it to sluggish.
Edited by Nostirius, 29 October 2014 - 08:45 AM.