Voivode, on 27 March 2015 - 09:29 AM, said:
There is no mech so bad that it will not succeed with good tactics.
14 flamer Nova.
But seriously, mech ability is pretty important. In my experience, it pays off to drive bad mechs to get good at tactics, followed by good mechs because the enemy has hypothetical tactical ability identical to the maximum tactical ability for the situation at hand possessed by any human being. That is to say, no matter how good you are, there is likely someone better in a given set of circumstances, and using equipment that plays to your strengths as a pilot is pretty important. Also, some mechs are just objectively better than others. Firestarter leaps to mind, with its ability to boat light energy weapons, run fast, tank damage, AND jump. The Firestarter can basically do everything my Locust 1E can do, but better, with the sole exception of running fast.
Anyway, with all tactics considered equal, the mech/loadout makes for a pretty useful tie-breaker.
Tesunie, on 27 March 2015 - 09:54 AM, said:
I'd also like to mention that 300+ ping isn't exactly a good thing either. But Host State Rewind does help with this issue provided your ping is stable. If you fluctuate by 100 ping, then you will have issues as HSR can only do so much.
Truth.
Tesunie, on 27 March 2015 - 09:54 AM, said:
Beyond that, I think everything else has already been basically covered. Stick with your team. Try to use good sense and tactics. Have fun, as it is a game after all.
Most people consider 150 damage to be "contributing" to a match, but even then don't sweat over a low damage match. It happens to all of us. I've been known to have matches where I have done 0 damage. Then again, I've also had matches with 1000+ damage and no kills.
As far as kills per match goes, don't count on it. Not everyone in a match can get 2-3 kills. Many times, you may find yourself the one doing all the work, only to find someone else slipped in a single laser shot and took the kill for almost no work on their part. Don't worry about it.
Kills per death is a bad metric to try and measure yourself by. What I find a decent measure (not that there really is one here) is to find the average damage per match for your mech, and then figure out average damage per match per ton. (Go to your stat page in your forum profile. Take your total damage and divide by number of matches played. That is your average damage per match with that mech. Then, take that number and divide by the tonnage of your mech. That is your damage per match per ton invested into that match.) I tend to find a damage per match per ton (DPMPT) of 5 is a good number. If you aren't there yet, that's alright. If you are above that, then you are doing good.
The key is, are you having fun? If yes, then don't worry about how efficient you are. Just have fun. This is a game after all, and a game is designed to be enjoyed.
DPMPT is pretty good, though for raw usefulness to the team, I'm a big fan of kill most damage notices. They aren't perfect; you can get them from sandblasting, but if you sandblast enough to get one, I feel like you helped enough to deserve the credit. Sandblasting armor off of mechs may be inefficient, but it does make it easier for your allies using PP weapons to drill, since they probably don't have as far to go, and it can reveal locations where the enemy thought to get away with stripping armor.
My personal damage score necessary to reach satisfaction in my performance varies by mech, but is generally around 300.
One fun thing about driving Locusts? My DPMPT is really high. Like a bit over 10 for my 3M, and almost 15 for my 1E.