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Ecm Light Role(S)


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#1 Ryan220

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Posted 11 December 2014 - 06:10 AM

Hello all.

Im a new player to MWO (about 7 days) and have a question about the role(s) of an ECM Light - specifically the Locust Pirates Bane.

In non Cap matches I throw up my ECM bubble and trot along with the group until an engagement occurs and the big hitters have the aggro (bless the King Crabs as everyone wants to feast on Crab cake and not a bush-tucker Locust) at which point I start flanking with my 3MLs.

However the lead up to this is rather slow as the big hitters tend to move slower than a pensioner with an arthritic hip.

Im torn between staying with them and giving them ECM cover or running out to probe ahead (Im making the assumption Im the only ECM cover in this instance).


I know battles are fluid and tactics need to be adapted to suit, but what is the base role of the ECM light?


I'd like to get the basic tactics under my belt now and master the rest along the way.

Any advice appreciated

#2 GreyNovember

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Posted 11 December 2014 - 06:18 AM

Differs from Light to light.

A 3L is more likely than not going to be an ERL Sniper. Same goes with a PPC Spider.

As a Locust PB I imagine you aren't mounting anything long ranged, so it'd be more beneficial to you if you stayed with the assaults, and have them be the ones who get fired on first. At least this way you can flank while the enemy guns are occupied, or stick with your big guys and shoo away incoming lights.

Unless of course you have some lights who want to wolfpack, in which case, by all means, join them.

#3 Shatterpoint

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Posted 11 December 2014 - 06:22 AM

Don't pop your ecm and run off to the otherside of the map from your team, you'll already be more useful than 90% of ecm lights out there.

There's a time to quietly spot enemies (they're not ****** your team with lrms) and a time to stop your guys being ***** by lrms (enemy has all the lrms in the match), figure that out and you're golden.

#4 John Wolf

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Posted 11 December 2014 - 06:24 AM

Welcome Ryan!

I enjoy my Pirate's Bane, and there are basically two light ECM roles.

1 - Glory Hound

The glory hound is a solo build that runs around the map taking advantage of the ECM and sniping mechs.. trying to get kills, just playing a solo mech in the team game and forgetting his friends.

2 - The coverage mech

This mech may not get the high scores/dmg rounds, but its IMPORTANT to the team. That ECM coverage for those arthritic assaults is SOOO important. If they get caught in the open and the rain comes, they have nothing they can do but soak it up and hope to make it to cover. ECM protects them.

I have a support Kitfox and my Bane is a support build too. I may not get big damage rounds, but I make sure my team is covered from LRMs. The Kitfox and its 3 AMS are crazy good at keeping my friends protected as well.

With the bane, Stick to the heavies, provide your team the cover and support it needs to do damage.. and they'll appreciate it. Your role is to pick off and engage any lights that get into the middle of your heavies since they will have a harder time tracking them.

And if you find that the enemy team doesn't have LRMs, or your team is ok without the ECM coverage? see about being disruptive with your ECM.. but if the enemy team has LRMs, and your team doesn't have ECM? It can be brutal.

Focus on teamplay! :)

#5 The Great Unwashed

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Posted 11 December 2014 - 06:25 AM

I think the opinions will go many ways when not playing conquest: you use your ECM to 1) protect yourself and 2) you start sniping while not minding your team at all, or, you do your team a favor by 3) keeping them in the ECM bubble or 4) do some scouting/spotting while not sniping too much giving away your position. Usually the assaults like item 3). Option 4) is often welcomed by your LRM boats. Option 2) normally goes by unnoticed by your team but can have a great effect on distracting the enemy team and thus impact the game; not everyone will appreciate it and complain about that silly ECM mech that lost the game for everyone even though it did 1000+ damage.

The clan lights are more suited for the supporting role with their lower speed and better fire power so the IS lights are better scouts and harassers. The Locust with ECM, I'd say, is best suited for scouting and spotting, because it is not so good at anything else :P

Edited by The Great Unwashed, 11 December 2014 - 06:32 AM.


#6 Gauvan

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Posted 11 December 2014 - 07:32 AM

Welcome!

I find the role changes during a match. At the start, rather than sticking exclusively to the heavy lance I try to cover the part of the team that's first engaging the enemy--a lot of times the mid-weight mechs are moving up to engage before the assaults have joined up. Then I play it by ear based on the situation.

One option is to stick near the main group and get some shots in while the reds have something else to shoot at. If the locations of both teams are stable, I've had a lot of luck moving around the back of the reds while they are all pointed at your team--many, many players are slow to react to the direction they are being shot from. LRM spotting is another option, but in my opinion has the least benefit, unless your team is really LRM heavy. And then it's probably better to run in and toss up a UAV.

Also, don't forget you can go into counter mode (default 'J') and cancel the other team's ECM. It's less important than it used to be before the BAP buffs but it can still be handy, and good for extra points.

The most important thing is to try and keep moving. It's not hard to one-shot a Locust.

#7 SnagaDance

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Posted 11 December 2014 - 07:33 AM

I think the Pirate's Bane (same initials as the Pretty Baby, irritating...) has too little tonnage to be a really good long range sniper. That said, I think an ERLL is a great weapon for a mech like this. Even when helping the team by giving the assaults cover you should not forget your own income. Get some of those assists by taking long range pot shots when the opportunity arises, and help to fire on the target your assaults are focussing on. Pay attention to cored locations on your target and focus on these. With a single ERLL you're not bound to get loads of Components or Kills but when they happen they're nice. You're also helping your team taking out targets faster. Winning is nice, but winning with hardly any earning bonusses isn't too great.

I'd remove some of your load, take the Ferro upgrade, drop 3 points of armour (LA, RA, H) and get that ERLL mounted, like this: http://mwo.smurfy-ne...fa3bb660abdf45c

The weapon will also allow you to do some long range scouting and get some pot shots in while doing that. If you want to equip close range weapons and run into enemy blobs to harrass them i'd use one of the other Locust variants for that. :)

#8 Sandtiger

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Posted 11 December 2014 - 08:27 AM

Welcome to Mechwarrior Online Ryan! I run all of the classes. Lights, Mediums, Heavies, and Assaults. My two favorite light mechs for Inner Sphere is the Raven 3L, and the Locust PB. Let me share with you some of my tactics and hope that it helps you to become an amazing pilot!

1. First and foremost remember that you are not a brawler. You don't have the ability to take much damage before you are smoking salvage. Don't EVER take on mechs head on, and never EVER stand still. Keep moving, at all costs.

2. You are equipped with ECM which means that unless the enemy has a beagle active probe, or clan active probe, you are an invisible titan capable of creating mass amounts of chaos to the enemy ranks. Unless they visibly spot you, you can sneak up and have your way with them. If I am going for personal glory (Kills & Damage) I use my Raven 3L with 3ML and 2SRM4. However, you asked specifically for the Pirates Bane so I like to use one of my laser spots as a tag laser.

2a. Your tag laser with ML's can be a lethal combination. Spot with the laser first, and have your units missile launchers primed and ready. DO NOT FIRE YOUR LASERS FIRST. Spot the target with TAG, then as the missiles come raining down on them. Light them up with your lasers going for the weak spots. Don't forget to target them, so you can see where they are taking the most damage. Also, try not to spot lights unless they have ECM that you want to remove from the match.(which I highly recommend)

2b. You can almost bank on the fact, that if it is a light, medium, or heavy mechs. They are running XL engines. When you have them targeted look for damages to the right and left torso's. Kill the torso, or hit is just right, and boom! You just earned extra C-bills and a salvage bonus!

3b. Your ECM does not make you invincible! Always play as though you are a paper target, and as soon as they look at you cross eyed, you will become someones salvage bonus. Don't forget, your armor might as well be tissue paper to high damage strikes. Speaking of ECM remember you have two modes. If you sneak up on an enemy group that is covered with ECM, throw up a UAV module, or press "J" on your keyboard. This will make you visible, but will counter their ECM making them visible to your comrades ~Grins. It will also mess with their sensors... but remember, you have to be within a couple hundred meters for this to be advantageous, and I don't suggest trying this if they know you are there.

3c. Don't keep your tag laser active while you move! The enemies can see it shining and follow it back to its source, which is of course...You! If you have to dodge fire make sure to depress your TAG button so they can't follow you. Your spotting assist isn't so vital if you are dead. =]

4. Communicate! Communicate! Communicate! Call out targets or large enemy movements. IF you are in a PUG (pick up group) its probably a fair bet that you aren't going to have Team Speak, Ventrillo, Etc... So type in team chat things like. Assault Lance moving into C4!!!!!! PUGS might not have the ability to coordinate as well as units with Team Speak, but they will move. And it could just be the deciding factor in a game.

5. ABSOLUTELY, UNDER NO CONDITION, EVER, EVER, EVVVVVVVVER!!!!! Overheat! Once you are a sitting duck, you are dead. No if's, and's, or but's. Game over man, GAME OVER!

6. You can't run very far while being under fire. If you have terrain cover, speed advantage, and remaining back armor. You just might get away. However, if you are being chased by a light, and their are no other mechs to come to his assistance. TURN AND FIGHT!!! if not, you will just die running. You have very little back armor, and once its gone, and you keep running. You are smoking salvage. Sometimes you will be facing more than one. So if you can, lead lights back into friendly units, if they aren't too far away. The assaults just love to use them for target practice. However, if your "friendly units" are on the other side of the map. It is highly doubtful that you will be able to lead the enemy lights to them. Turn and fight, or die running.

7. Use strafing runs at enemies where you light them up with your lasers as you run by. Keep moving! You can be a great distraction to the enemy team. Remember how we talked about Chaos earlier? This is where I am going. An experienced assault pilot will not let an enemy light hammer at his rear armor while he is engaged. IF he sees that he is being fired upon. He will turn to get you because he figures. "well, i am surrounded, that is probably a light behind me, I am going to at least take one of them with me!" And he will turn. Giving your buddies ample opportunity to light his irradiated aft armor section into oblivion. =] Not to mention you get money and xp for correctly strafing, and hit and run tactics.

I'm tired of typing so I will call it good for now. If you want some more advice send me a message, and I will gladly tell you more. Good Luck my friend! and welcome to MWO!

See you in game. =]
~Sand

Edited by Sandtiger, 11 December 2014 - 08:29 AM.


#9 DemonRaziel

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Posted 11 December 2014 - 08:42 AM

View PostRyan220, on 11 December 2014 - 06:10 AM, said:

Im torn between staying with them and giving them ECM cover or running out to probe ahead (Im making the assumption Im the only ECM cover in this instance).


Do both. Unless we're talking maps when the engagement can start within the first few seconds, you'll have some time to utilize your speed, check where the enemy is and where it's headed (while also keeping an eye on where your teammates are and are headed), then acting accordingly.

While I hate the assumption that Lights = Scouts, there's one thing Lights definitely aren't... and it's Tanks. So you should indeed wait for the big guys to "take aggro" before you commit yourself fully to an engagement.

There's many things you can do as a(n ECM) light 'Mech: scout, cloak your team, shut down enemy LRMs, lure the enemy towards your team, make the enemy turn around and face you just before your team starts to push towards them, spotting for LRMs...

You said it yourself, the tactics depend on the situation and you always need to be aware of the situation. That's your main shtick.

View PostThe Great Unwashed, on 11 December 2014 - 06:25 AM, said:

The Locust with ECM, I'd say, is best suited for scouting and spotting, because it is not so good at anything else :P

Yeah, you can't really afford to get hit, so your best option is focusing on stuff that helps your team while not endangering you too much. Spotting for a dedicated LRMer who knows what he's doing can also earn you some decent money, which is usually rather important for a new player.

When it comes to harassing, oftentimes it does not really matter how much damage you do - the blinking paper doll can do miracles. And if the enemy is oblivious to the damage you deal, then you can capitalize the other way - by killing him.

Edited by DemonRaziel, 11 December 2014 - 08:48 AM.


#10 Creovex

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Posted 11 December 2014 - 09:50 AM

View PostRyan220, on 11 December 2014 - 06:10 AM, said:

Hello all.

Im a new player to MWO (about 7 days) and have a question about the role(s) of an ECM Light - specifically the Locust Pirates Bane.

In non Cap matches I throw up my ECM bubble and trot along with the group until an engagement occurs and the big hitters have the aggro (bless the King Crabs as everyone wants to feast on Crab cake and not a bush-tucker Locust) at which point I start flanking with my 3MLs.

However the lead up to this is rather slow as the big hitters tend to move slower than a pensioner with an arthritic hip.

Im torn between staying with them and giving them ECM cover or running out to probe ahead (Im making the assumption Im the only ECM cover in this instance).


I know battles are fluid and tactics need to be adapted to suit, but what is the base role of the ECM light?


I'd like to get the basic tactics under my belt now and master the rest along the way.

Any advice appreciated



Simple:
  • Go scout if there has been ZERO contact with the enemy (no "locked target", 1 Red Blip)
  • Hang with group IF contact with the enemy has already been made... (yes, one or more " Locked Targets", 1-12 Red blip(s))


#11 Vlad Striker

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Posted 11 December 2014 - 12:24 PM

You can hide behing big brothers and use hit'n'run tactics and watch their backs. Do not forget use R key to lock enemy!

#12 mailin

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Posted 11 December 2014 - 07:21 PM

When I'm in my ECM lights, the first question I ask is are there any slow ECM mechs on my team. If there are, then scout, if not, stay with the group until they engage. Then, stay near the group and pay attention to when your buddies are getting lrmed. Get close to them to break the lock. This frustrates the lrm boats to no end, makes them switch targets which takes time, and makes them think that there are more ECM lights on your team than there really are. It's quite humbling for them after the match ends to see only one ECM light on the other side.

#13 Ryan220

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Posted 12 December 2014 - 03:29 AM

Thank you all for the input - its much appreciated.

Im currently in the final stages of unlocking the basic tiers of my 3rd Locust after which I am looking forward to going back to my PB (Ive taken to calling it my Potty Bot due to the fear it induces when Ive taken a wrong turn and Im staring down the barrels of a Heavy whom Ive just shot in the tally-wacker)

Talking of going back to my PB - I enjoyed running it so much that I banked about 20k MExp after filling the basic tiers.

What would you recommend I take first?

I like the idea of more speed, but its the only one I remember tbh

Many thanks

#14 Alaskan Nobody

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Posted 12 December 2014 - 01:02 PM

Speed would be the big one

The either faster fire or faster restarts (depending on whether you find yourself shutting down much)
Probably the faster fire

Pinpoint does nothing right now - but is on the list of things PGI is working on

#15 mailin

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Posted 13 December 2014 - 03:10 AM

Always make speed tweak the first Elite you get, no matter the mech. The difference is huge, especially in a light. The next would be faster power up, because if you shut down because of overheating, this could mean the difference between life and death. The faster firing also means the heat builds up faster, so that's kind of a double-edged sword.





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