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Stupid Mech Tricks

tricks

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#61 mad kat

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Posted 14 January 2015 - 01:10 AM

One of the best hints i can give is to shoot your enemy's in the crotch. Or turntable if you prefer. Your pretty much garunteed to hit they're centre torso. Seeing as most players aim centre mass it's likely they will be hurting there.

Handy hint i learned in mw4.

Edited by mad kat, 14 January 2015 - 01:11 AM.


#62 Smoked

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Posted 15 January 2015 - 09:52 AM

Great thread guys. I thought I was doing pretty well in matches but some of these tricks are a great insight into getting to consistency. Even if you are regularly scoring 100s, there's always someone better.

Oh and Mr. HUGE, great post. I get irked when I'm leading in damage and my pug teammates are still just sniping not wanting to take any damage but pugs are in general selfish.

It is to max cbills, xp, and win, probably in that order rather than trying to help themselves win by assisting the better players.

I guess I will try to become more self focused instead of team focused and see if it affects my current scores.

Edit: Oh forgot to include my own tip. If outnumbered and you are in a narrow passage, don't be afraid to focus on headshots. Also headshots when the match is even will give your team the gun advantage.

If your hardpoint is lower than your opponent's head, you will most likely do only CT damage. Lights going for headshots need to fire from above by jjs or positioning.

Edited by Smoked, 15 January 2015 - 10:06 AM.


#63 ExoForce

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Posted 15 January 2015 - 10:28 AM

In PUG games, TAG can be used to scare the enemy away. (or save your a.. mech)

Your lance or you divided from the rest of your team, you see the enemy flanking around the corner, you go reverse and point tag in front of their path so they can see only TAG and not you. They stop to reconsider, you run to your teammates and deathball them. My favourite trick on Tourmaline Desert.

Edited by ExoForce, 15 January 2015 - 10:29 AM.


#64 Vermin

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Posted 15 January 2015 - 02:36 PM

dont know if anyone mentioned this, but locusts and other short mechs are often short enough to stand in front of assaults and not take fire since they mount there weapons high enough to go over your head. (do not remain still as they may want to move foreward).

this can actually shield the assault from minor damage.

this also works in reverse as well, if you are close enough to stalkers they have a bloody hard time hitting you.

flamers make this funny, since not only do they have trouble hitting you, but they cant see much of anything either.

also, while im on the topic of flamers, they make excellent psycological weapons, i have seen many heavies run from a light because they are being hit by flamers.

Edited by Vermin, 15 January 2015 - 03:25 PM.


#65 Vermin

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Posted 15 January 2015 - 02:49 PM

oh, i saw something interesting the other day, a stripped mad dog, and another mech were the last guys on my team. there was a legged spider on the other team. the mad dog rammed the spider repeatedly and eventually killed it. all im saying is just because you are no longer combat effective, does not mean you cannot be useful, even if its just as a meat shield

#66 Sonny Black

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Posted 15 January 2015 - 02:57 PM

View PostVermin, on 15 January 2015 - 02:36 PM, said:


this also works in reverse as well, if you are close enough to stalkers they dave a bloody hard time hitting you.

flamers make this funny, since not only do they have trouble hitting you, but they cant see much of anything either.




As a Stalker driver I can verify this. Damn little (insert favorite expletive/s here) buggers!

#67 bar10jim

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Posted 15 January 2015 - 03:33 PM

If you come up behind an enemy mech [especially if you have distance to close], make sure you target them with the R key. If the LRMs start coming in, wait until the first salvo is due to hit before firing your weapons. The opponent will think the missiles are causing the damage and not even consider that you might be there. Fire away as they huddle behind cover listening to Bitchin' Betty warn about incoming missiles.

That being said, you should ALWAYS target an opponent when you can. The above example was more about timing your first shot to coincide with the LRMs coming in.

#68 Enigmos

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Posted 21 January 2015 - 11:59 AM

SRMs spread in a cone. Equip an enhanced range module and it will tighten your grouping.

#69 Savage Sweets

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Posted 28 January 2015 - 06:27 PM

View PostSaiphas Cain, on 25 November 2014 - 09:11 AM, said:


Was it a particular raven or loadout? I've tried grinding mine into the tallest part with no success. Granted, I didn't try more than a few seconds because I'd have been shot but I did try multiple times. If you can get one under there the Raven may be the perfect height to just make it a bad idea in a firefight.

The trick is to look directly down. If you lift your Raven's upper torso even a little, you will get stuck. I found this out the hard way, after my friend proved it was possible. Needless to say, it was infuriating and I personally, will never try that again in a Raven unless absolutely in a pinch.

#70 Tarogato

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Posted 29 January 2015 - 11:19 AM

View Postbar10jim, on 15 January 2015 - 03:33 PM, said:

That being said, you should ALWAYS target an opponent when you can. The above example was more about timing your first shot to coincide with the LRMs coming in.
There is of course an exception to this rule, but it's an incredibly specific one.

Radar Deprivation makes a little whistle noise and flashing light in the cockpit when an enemy targets you or loses the lock on you. Some people are aware of this little effect, so if you're trying to sneak up behind them or you want to let them walk past you without noticing you, don't press R, because they'll hear it and they might look around or even turn back. Again, obviously a very specific trick and only useful against people who know another very specific trick.

View PostSavage Sweets, on 28 January 2015 - 06:27 PM, said:

The trick is to look directly down. If you lift your Raven's upper torso even a little, you will get stuck. I found this out the hard way, after my friend proved it was possible. Needless to say, it was infuriating and I personally, will never try that again in a Raven unless absolutely in a pinch.
Strange, not for me. It doesn't matter whether I'm looking up or down or left or right, as long as I wiggle my legs back and forth, both my Raven and Cicada can get under those ramps.

#71 Tim East

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Posted 30 January 2015 - 12:37 AM

View PostTarogato, on 29 January 2015 - 11:19 AM, said:

There is of course an exception to this rule, but it's an incredibly specific one.

Radar Deprivation makes a little whistle noise and flashing light in the cockpit when an enemy targets you or loses the lock on you. Some people are aware of this little effect, so if you're trying to sneak up behind them or you want to let them walk past you without noticing you, don't press R, because they'll hear it and they might look around or even turn back. Again, obviously a very specific trick and only useful against people who know another very specific trick.

Are you sure it doesn't trigger whenever you break LoS from anyone that could feasibly have targeted you? I mean, I hear the sound and see the flash even when I'm only visible for a split second when running from one thing to another, so I've been treating it to mean that someone can see me.

What I mean is, I'm not sure they have to press R for your radar dep flashy-thing to be triggered so long as they COULD have hit R to target you.

Still, the other side of that coin is a valid mech trick, since the flashy-thing will tell you when you are safe from missiles and if anyone could see you.

#72 Tarogato

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Posted 30 January 2015 - 03:54 AM

View PostTim East, on 30 January 2015 - 12:37 AM, said:

Are you sure it doesn't trigger whenever you break LoS from anyone that could feasibly have targeted you? I mean, I hear the sound and see the flash even when I'm only visible for a split second when running from one thing to another, so I've been treating it to mean that someone can see me.

What I mean is, I'm not sure they have to press R for your radar dep flashy-thing to be triggered so long as they COULD have hit R to target you.

Still, the other side of that coin is a valid mech trick, since the flashy-thing will tell you when you are safe from missiles and if anyone could see you.
No, it only triggers the sound/flash when the lock is actually acquired or lost, otherwise you'd hear it when you walked in front of afk and disco players as well. Also, I tested it in a private match with someone. :P

#73 RedDevil

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Posted 12 February 2015 - 02:19 PM

-Running ECM overrides BAP's ecm disrupt ability. You'll need to switch your ECM to scramble even if you have BAP.
-NARCing an enemy ECM mech disables their ECM.

#74 kodiakus

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Posted 15 February 2015 - 01:50 AM

If you're going to play dead, shutting down next to or even on top of another dead mech is the best camouflage you can get.

#75 AzureDragoon

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Posted 15 February 2015 - 03:23 AM

-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.


#76 Tim East

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Posted 15 February 2015 - 07:23 AM

View PostAzureDragoon, on 15 February 2015 - 03:23 AM, said:

-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.

While all of these tips are true and good, this is so good that it bears saying again. It's why I carve out room for BAP in every build that isn't ECM. If I can make space for BAP on a 20 ton Locust, there is no reason not to take it on every mech I own. It really is good enough to justify the expense, and that moment when someone overheats and you don't lose lock for friendly LRM fire...delicious.

#77 WhoaBrien

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Posted 19 February 2015 - 09:59 AM

Great thread! Here's my wall of text:

Non-Weapon Systems
  • BAP. As well noted above, BAP (or C-AP for you filthy clanners) is invaluable if you can spare the room in your build. Sensor range for scouts/lurms, target info for snipers/brawlers, ECM jamming for harassers and escorts. Don't sacrifice primary firepower unless it's necessary for your build, but consider giving up some secondary/backup weaponry. Command console is less useful at 3 tons, only consider it if you have much tonnage but few slots.
  • AMS. If your mech moves over 100kph, you might not need it; it may even give away your position if you're careless. Usually you can get to cover quickly or even outrun LRMs outright. If you are slower than 100kph, don't ditch AMS unless you know how to get from cover to cover effectively.
  • TAG. If you have a spare energy hardpoint on a non-missile build, consider throwing in a tag for your team. Can be more useful throughout the match than that one MLAS you might need as the last zombie standing.
  • NARC. Lots more NARC these days, best used by lights and fast mediums. Excellent for inducing panic in assault mechs, mostly because they CANNOT SEE that they are narc'd unless someone tells them.
  • Jump jets. Mobility is important on most of my mechs, but except for lights and some mediums, jump jets are not great for, well, jumping. Most bigger mechs only really need ONE JJ for scaling slopes and inclines.
Building Is Half the Fun
  • Know your build. Build your mech to do a thing and then go do that thing. Besides weight class categories, mechs are also defined by the role their build is best suited to. Some roles are less favored than trolls or snipers or lurms or whatnot, but can be equally effective.
  • Upgrades. In order of usefulness, Double Heat Sinks > Endo-Steel > Ferro-Fibrous; excepting for missile builds that where Artemis is top priority.
  • Crit buffering. Placing heat sinks, jump jets, etc. right next to your most valuable weapons reduces the odds of that weapon being destroyed. Understanding how crits work can vastly improve both your offense and defense.
  • Ammo placement. Putting a box of AMS ammo under your pilot seat may sound crazy, and maybe it is. Lights shouldn't put ammo in the legs, everyone else probably doesn't want to put it anywhere else. Learn how ammo depletion works and build to your advantage.
  • Armour Balance. Lights and skirmishers need more leg and back armour than the rest. Otherwise legs shouldn't be shaved down more than half. Shaving off cockpit armour sounds great until you get popped by an artillery strike. Try to pick a front-back and used-available ratio and stick with it.
  • Synchronicity. If possible, try to match up your ranges and/or cooldowns between different weapon systems. Personal favorites include AC10+PPC, SRM4+SLAS, and the very pretty LPLAS+MLAS.
  • Target Info Acquisition. BAP/C-AP, Command Console / Targeting Computer, and Target Data Gathering mech module all provide faster info about the mech you are currently targeting, i.e. range, loadout, and most importantly, damage. Knowing who to hit when and where is some of the most valuable knowledge you can have. I try to maximize this whenever possible.
Conventional Maneuvers
  • Rule #1: Subjugate the PUG. Instead of hoping the random assortment of pilots you dropped with know what they are doing, and blaming them when you lose, lead by example. Give a starting order, offer advice and encouragement if it's called for. Stick together, focus fire, and hold on to your butts.
  • Rule #2. Keep it sexy. At the beginning of every match, hit the Period key to shut off your cockpit lights for sexy mood lighting and better view of the field.
  • Rule #3: Let it go. When you go down, don't stick around in spectate blaming the team or seething at how bad this trial mech is doing. Who needs that. Either watch a good match play out, take a biobreak, or move on to another mech, another match, and more spacebucks.
  • Vision modes. Heat vision is great for detecting shutdown mechs at the end of a match, and it works beyond 120m. Heat/night vision are only great up to medium range, so on night maps you might be better off using your peepers at long range. When using advanced zoom module, drop your aim to look around the borders to acquire new targets, then adjust aim to fire.
  • Swap targets. Only really works if you're on comms with someone, both engaged in brawls near each other. Swap your opponents with one another to improve your angle of attack and distract them with crossfire.
  • Point-blank AMS. A light with much AMS can park behind an enemy lurmboat and shoot down whatever they can dish out. Risky but hilarious.
  • Running. If you stumble upon the enemy murderball, there's no shame in running, but try to make it flashy. A good distraction is useful when timed properly. And when you are being chased, ALWAYS run back to the team unless your tactics dictate otherwise.
  • Chase the light. PUG teams are notorious for chasing that one light halfway across the damn map. Be careful, they might be pulling the team into a trap. Watch your flanks and prepare for that assault lance coming around the corner.
  • Decoy. Zombie'd or out of ammo? Consider ramming the enemy lights legs off or providing a distracting target for more dangerous teammates.

Edited by WhoaBrien, 19 February 2015 - 10:20 AM.


#78 Enigmos

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Posted 23 February 2015 - 11:21 AM

Missiles may be beautiful to watch as they twist slowly in a high arc only to channel all that energy down directly into your face where you have only 18 armor.

re: don't watch the pretty missiles. Turn away from them.

Edited by OriginalTibs, 23 February 2015 - 11:21 AM.


#79 Scout Derek

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Posted 23 February 2015 - 12:00 PM

If you see an enemy, don't shoot unless you wanna sneak kill them, if you're in a lance, try to sneak up on the enemy with them and then start hitting them from behind together instead of alone.

#80 W00DSTER

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Posted 23 February 2015 - 12:46 PM

View PostGauvan, on 21 November 2014 - 09:40 AM, said:

Nice set of tips. If I may offer one of my own:

- Night vision mode lets you see through heavy smoke, which is useful in places like the caldera on Caustic.

i find heat very useful in caustic and tourmaline mechs show up black and everything else is white





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