-Playing Dead is one of the most OP tactics in solo play, especially if you find an alcove, dark corner or area with many dead mechs, most players won't think twice above the strangely still standing, and relatively "clean" of battle damage mech, simply because no targeting info, red box, or red arrow appears over the mech. Let them pass, power up, and if they're focused on a shoot out with your team, hit them in the back. If not, use this chance to high tail it, spot, or regroup with the rest of your team.
-If Flanking, never shoot in a way that other enemy mechs see your shots flying past them and into another mech. Hit the one that's furthest behind the most, and hit them hard to make them panic. You want to keep the element of surprise as long as possible, and keeping an enemy in panic at being snuck up on that they don't have time to type out a warning is vital
- In IS mech with Sniping in mind, and 3 tons to spare? get a Command Console. Failing that, BAP. Extra Sensor range, and being able to know what you should be aiming at are great. and the CCs extra zoom doesn't hurt either.
-BAP is one of the most underappreciated equipment options with IS mechs. For a mere 1.5 tons, and two critical slots, and 400,000 credits, you get the effects of a Target Info Gathering, Sensor Range + and Counter ECM all rolled into one equipment. As mentioned before, it's a good Critical buffer in Atlases RT, and let's you use those two critical slots in your CT on other mechs. Plus its a lot less riskier than stuffing two tons of ammo there. On LRM boats, it allows you spot and engage enemies further away on your own without a spotter, on Brawlers, it let's you save precious time finding what part of the enemy mech is about to break, letting you Alpha those locations. And it stops any player from trying the Shutdown possum trick on you.
-Don't be afraid occasionally to not use every single hard point on your mech. Just because the Battlemaster-1G has a Missile hard point, doesn't mean you should, when you can instead use the saved tonnage and critical space for more Heatsinks to cooldown your lasers.
-There are two kinds of people who don't mount AMS on their mechs. Those who know how to use cover, and/or Radar Deprivation, and those who are LRM bait who then complain on the forums about LRMs being "OP" because they died for the 20th time in a row by rushing out into open.. Figure out which one you are, and equip accordingly.
--Addendium: If your mech can carry 2 or more AMS, do so and bring 2 tons of ammo, Then equip at least one of AMS boosting Modules. You're team mates will appreciate it, even if they don't say so. Being able to make anything less than massed volley fire largely wastes of ammo for LRM boats will absolutely ruin matches for enemy teams running with a lot of them. Find a good position, and some ECM (Your own, or an ally's), and let the enemy Missile Boats own rage and frustration lure them forward to engage with a much more modest 4 Medium laser while you bring direct firepower onto them.
-Corners. are great if you play patiently. You often get a free Alpha strike in on anyone comming around one, you can cause entire enemy teams to stop and hold them-selves up out of fear of what else is waiting for them around them, force them into drawn out fights, letting your team flank them. And if you're being chased, you can simply run around a corner, and make an immediate 180 turn, and wait for the enemy to come around after you, starting the process all over again.
Edited by AzureDragoon, 15 February 2015 - 08:44 AM.