Leeroy you have done great thing, same as I was going to do today
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Now, please, keep it clear and manage to stick at the top. Same time, read comments and keep updating core post with new info.
Now here is my "50 cents":
1) CW - "money sink". Live with it. Use all available consumables, equp modules and so on. But keep in mind - if you, for example, miss with artillery /for some reason/, you waste more the urs one but also make that guy who was ready to drop it same time with you also waste a chanse to deal 100 damage, or stop enemy push with "wall of fire from the sky". Unapdeted artillery/air strikes are close to be totaly useless.
2) Keep an eye on the sky. Enemy UAVs must be killed asap, becouse they provide trageting data for LRMs AND artillery. As for me, I count UAVs as enemy number one, so it deserve my attention even if I'm busy with enemy mechs.
3) Equp BAP, seismic etc. all the time - when you see group of enemy mechs "behind that hill" you can manage to drop well-placed artillery to force them move out of the cover, or other way stop it istead push...
4) Push is MOVEMENT, not firefight. When you pushing, don't stop (by the way - moving is the key.. standing snipers are easy prey. Allways.) unless you have reached destignated location. Push is aimed to break enemy lines, not to do damage, so run INTO enemy but not stop and fire when you face resistance.
5) Use "R" to lock, focus already damaged (smoking) mechs 1st. No doubt - it going to be main advice to ALL players.
6) Drop decks and loadouts.
6.1) Last drop - "filler" becouse when you drop urs last mechs there is high (90% or so) chanse that urs team is already losing (other way why did you wasted 3 mechs?..) so it cant realise all its potential. Dont save "best for the last" - use it at 1 or 2-3 drop, depend on situation.
6.2) LRMs are hard to use in CW and you MUST have tag+bap on board if you going to be LRM-boat. IMHO only catapults, stalkers and battlemasters can boating it in CW well. All other mechs MAY have few LRMs (and, IMHO, it will help a lot) to be able to do some "undirect" damage or disable rare clans AMS. Few LRM5 - great thing to have on any mech, while ther bigger brothers MUST be used ONLY on heavy-assault mechs.
Why catapults, stalkers and battlemasters? Catapults are fast so they can avoid enemy direct fire and able to jump. STK+BLR are fat so they can tank and fire back with tag+lrms. Both STK+BLR can carry good backup weapons so LRM ammo will not be a critical problem.
6.3) DO NOT LET ENEMY SHOOT YOU. Seriosly - clan mechs can do more damage then you in same time, so when you go to "do 20 damage and kill that cored mech" it can strip all urs armor faster then you kill it. Thats why snipers should not carry LLs, its brawlers weapon.
6.4) Again - do not go to exchange damage - you have no way to win this /unless u're better player then clan pilot... heh that is hard to find
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/.
6.4) Be sure you have at last one ECM in drop deck, as well as one fast jumper - those will find ther use in any fight.
6.5) Drop "dakka-dakka" in 2nd-3rd waves so it can kill already damaged mechs fast and give a team good advantage in current situation.
6.6) Wery often i find myself in 1st wave with no brawlers - that is terrible situation. Be sure you can support hard push/defence at the start, with ecm, brawling or high damage.
6.7) DO NOT FEAR TO GO AND DIE. Guys, PLEASE, realise - we all will die there, so if you can die while keep 3-4+ enemy mechs bisy with you - do it. While enemy will be bisy with do that 100-200 damage to get single kill urs team can do 400-500 damage, and that will be realy good exchange. Same time, "leeroying" (he-he) into enemy lines when there are no teammates around is stupid. By the way - do you know how funny is to rush into whole enemy team on DRG-VTR, drop airstrike and same time got 2-3 kills with "dakka-dakka" while they all are turned back to focus you and run out of artillery? Do you know that feeling when you stop whole pre-made group from push? No? Go try it, for sure - you will love it
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6.8) Last advice - do not make "hot" brawlers. Snipers can overheat, chill a bit and keep damaging, while overheated brawler will be dead brawler very fast.
P.S. guys we have one problem here - most of newbeies who realy need to read all this didnt vizit that forum
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So we need to help PGI find some solution for it - for exmaple, make "extended" toolpits for CW maps or smth like it...
P.S. My own drop deck /that works well for me - at last 700/1k damage if there are some1 to play with/- AWS-9M with 3xERPPC and 3xLRM5 (BAP, max armor and std engine to move with 60 km/h included), AWS-8Q with 2xPPC and 5xMPL, DRG-1N with 2xAC5, LPL+MPL and SPD-5D with ERLL and 2xML (bap, a lot of JJ and ecm included). Consider to chage 8Q but dont know at that moment for what, looks like it going to be bravling VTR-9S with AC10, 2xML and 3xSRM6+artemis (also with max JJ, bap and AMS - only 62 km/h speed stops me, but it may not be critical... still analyzing).
Edited by MGA121285, 23 March 2015 - 04:04 AM.