

Cw 101 For Pugs Pt2 (Preparation)
#1
Posted 01 December 2014 - 12:24 PM
There hasn't been much talk about CW (community warfare) here in PUG (Pick up Group) side of the house
I got roasted for my part 1 so maybe different approach is in order
What would you tell someone that was 100% pugger what they could do to maybe get ready for CW?
I am sure the first thing someone might say is join a group but yeah we know that already, how about some other suggestions.
#2
Posted 01 December 2014 - 12:25 PM
#4
Posted 01 December 2014 - 12:28 PM
#5
Posted 01 December 2014 - 12:46 PM
If you want to be more effective find a TS server for your preferred faction, form a group and drop with other solo/unit peoples. If your an antisocial introvert and do not want to talk to others skip that step.
Wait for the release of CW.
Drop. Rinse, wash, repeat.
#6
Posted 01 December 2014 - 12:47 PM
Plan on facing high tier opponents
Don't plan on earning much
Look around sarna for some bg lore info
Do NOT complain it's "hard"
Practice playing with groups
Learn to communicate without voip
#8
Posted 01 December 2014 - 12:52 PM
Keep it. I just want to see the forums once it starts.
#9
Posted 01 December 2014 - 01:13 PM


#12
Posted 01 December 2014 - 01:26 PM
If you don't know how to maximize the stuff you have... you'll probably are not going to have a good time.
Edited by Deathlike, 01 December 2014 - 01:27 PM.
#13
Posted 01 December 2014 - 01:31 PM
Davegt27, on 01 December 2014 - 12:24 PM, said:
I got roasted for my part 1 so maybe different approach is in order
What would you tell someone that was 100% pugger what they could do to maybe get ready for CW?
I am sure the first thing someone might say is join a group but yeah we know that already, how about some other suggestions.
Not going to be all that different. They will run into groups, but other than that same as for anyone else.
Siegegun, on 01 December 2014 - 12:46 PM, said:
If you want to be more effective find a TS server for your preferred faction, form a group and drop with other solo/unit peoples. If your an antisocial introvert and do not want to talk to others skip that step.
Wait for the release of CW.
Drop. Rinse, wash, repeat.
What he said.
Mudhutwarrior, on 01 December 2014 - 12:52 PM, said:
Keep it. I just want to see the forums once it starts.
As helpful as always. Can't just go play in the solo queue (which isn't going away for those that don't know that) but has to jump into areas where he has no interest.
#14
Posted 01 December 2014 - 01:36 PM
Ghost Badger, on 01 December 2014 - 12:25 PM, said:
OK I'll bite. Why is seismic sensor so great? Most people don't use it now. Its good on hill humpers and peekabo mechs, but lights should be moving 98% of the time.
Are you saying that there aren't many modules worth taking, and that one is one of the few that is actually useful? If I have LRMs I would take a target decay ahead of seismic sensor, and even if you don't your team can greatly benefit from that lock time. I am currently taking shock absorber over seismic on my spider to reduce all the toe stubbing lights get.
#15
Posted 01 December 2014 - 01:40 PM
Necromonger Commander, on 01 December 2014 - 01:36 PM, said:
OK I'll bite. Why is seismic sensor so great? Most people don't use it now. Its good on hill humpers and peekabo mechs, but lights should be moving 98% of the time.
Seismic is invaluable in any mech. Particularly on my brawlers, and strikers, pausing for a single second gets me an image of the enemy mechs around my area, and what direction they are moving. That tells me if I'm going to wait, retreat, push, or change direction.
In missile mechs it tells me if there's a light mech sneaking up my backside.
In lights, when I make the conscious decision to pick an area FULLY within cover, it tells me what's around the corner, and I don't walk into it.
When I get interference from ECM I KNOW it's in range of seismic and I can stop and instantly find out WHERE the ECM mech is, and attempt to meet it and kill it.
Seismic isn't about standing still a bunch. It's about pausing for a second to read the field before continuing to move.
Quote
I'm saying that the key to this game is battlefield awareness, and when used properly there's nothing more advantageous than Seismic.
When it comes to Radar derp, I appreciate being able to disappear from target lock with LOS nearly instantly.
On missile mechs? I will take Seismic, Decay and either my own tag/narc or both (considering ECM these days). Decay is a must for LRM effectiveness.
Edited by Ghost Badger, 01 December 2014 - 01:43 PM.
#16
Posted 01 December 2014 - 01:43 PM
Necromonger Commander, on 01 December 2014 - 01:36 PM, said:
OK I'll bite. Why is seismic sensor so great? Most people don't use it now. Its good on hill humpers and peekabo mechs, but lights should be moving 98% of the time.
Are you saying that there aren't many modules worth taking, and that one is one of the few that is actually useful? If I have LRMs I would take a target decay ahead of seismic sensor, and even if you don't your team can greatly benefit from that lock time. I am currently taking shock absorber over seismic on my spider to reduce all the toe stubbing lights get.
I think you seriously underestimate how useful Seismic is, and how many people use it.
Lights can absolutely use it to "scout" without exposing themselves. Want to know if there's anyone in the tunnels on Forrest Colony or Frozen City? Use Seismic and you can be outside of the tunnel and see what's moving inside.
Think the enemy might be camping in the basement on HPG? Get up on the top part and use your seismic to look for motion.
Direwolfs and LRM boats can even use 'em too. Afraid that an 8SPL Firestarter or an Oxide is going to sneak up behind you? SEISMIC!
#17
Posted 01 December 2014 - 01:49 PM
Necromonger Commander, on 01 December 2014 - 01:36 PM, said:
OK I'll bite. Why is seismic sensor so great? Most people don't use it now. Its good on hill humpers and peekabo mechs, but lights should be moving 98% of the time.
Are you saying that there aren't many modules worth taking, and that one is one of the few that is actually useful? If I have LRMs I would take a target decay ahead of seismic sensor, and even if you don't your team can greatly benefit from that lock time. I am currently taking shock absorber over seismic on my spider to reduce all the toe stubbing lights get.
It's been a while that people have actually questioned the use of a dominant module that people don't seem to understand the value of... so, w/o giving the history of its power, let me summarize its use TODAY...
1) There's a lot of downtime on mechs whether you realize it or not. Just "knowing" whether targets are around the corner is very important... regardless of whether they are brawlers, snipers, or missile boaters. If you pay attention to your radar, you will have the edge over someone that doesn't have it... assuming you know what to do with this info (information warfare is Lostech).
2) You can determine how you want to approach a location. For instance, having Seismic near the cave on Forest Colony will allow you to reasonable track and expect a push/rush. It's obviously better for a Light when you can gtfo whenever you can, but for a large force, you can predict, track, and isolate a potential attack vector w/o having to committing any sort of peek-a-boo method to find out. This allows for indirect increases in your own TTK (and lowering TTK for the opfor).
3) It's also great for chasing "the last mech". If there's a Light or faster mech that you have to chase and/or is harrassing you... you can "stop" for a moment and "predict" through Seismic at times where the approach is coming from and make decisions from that. Mind you, this is not going to happen a lot, but if/when you have enough people, getting a beat on your target from whatever means necessary is always useful.
Despite it looks like a "niche module", even competitive groups agree that it is useful. If you choose not to use it, don't complain when you walk around the corner and get gibbed because you could have used seismic to prevent that from happening in the first place.
#18
Posted 01 December 2014 - 01:51 PM
The modules and preference for them will depend on more than one factor, i.e. one size dos not fit all. What you choose will depend on your play style, mech, and build. On my missile boats I take advanced sensors and radar deprivation, on my brawlers I like seismic and radar deprivation, on my skirmishers/flankers I like radar deprivation, hill climb, shock absorbance.
Everyone tends to look at things from their own perspective, so someone who plays mostly or all brawlers will have a preference for say seismic and radar dep, because for them that combo works out better.
#19
Posted 01 December 2014 - 01:53 PM
Necromonger Commander, on 01 December 2014 - 01:36 PM, said:
OK I'll bite. Why is seismic sensor so great? Most people don't use it now. Its good on hill humpers and peekabo mechs, but lights should be moving 98% of the time.
WHAT?!? Okay, you should be moving the majority of the time but a quick little stutter step where you stop and go immediately can show up what mechs are on the other side of the ridge or around that corner from your light and it really helps not to run into 4 mechs waiting for you to round the corner.

#20
Posted 01 December 2014 - 01:57 PM
If somebody held me at knifepoint and forced me to use only one module for the rest of my time playing MWO, I would choose Seismic Wallhack without even blinking.
Radar Derp comes in second place. It's very helpful, especially against lock-on weapons, but it's not as much of a gamechanger as Seismic Wallhack.
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