Another good one is most people are right handed and will turn and twist to the right first.
If you are coming up from behind them remember this. It will benefit you greatly.
Until you get the Lefty then your FUBARED


Best Assault Mech Attack Strategy?
Started by Wild Hamster, May 26 2015 07:13 AM
30 replies to this topic
#21
Posted 04 June 2015 - 09:11 PM
#22
Posted 04 June 2015 - 09:26 PM
Hit'n'run, baby.
Your only advantages as a light are to have an assault on the back foot. If they are maneuvering to keep their pointy bits at you too well, or if they get their back to a wall, GET THE HELL OUT! There's no written rule that you have to face tank an assault until they are dead. The longer you fight them, the longer they have to quell their panic and develop a strategy to kerblammo you, or, simply wait for their friends to arrive and haul their lard ass out of the fire.
Relocate. Move somewhere new and interesting. Approach your problem from a new angle. Get a new perspective on things. Keep them guessing. Synergize. Develop a high-quality, value-driven approach to the doom of your foe. Leverage your strengths. Restructure your attack plans. Lower your predictability footprint. Leverage your core competencies. Develop a helicopter-view of the problem and approach from a strategic viewpoint. Wear sunscreen.
Your only advantages as a light are to have an assault on the back foot. If they are maneuvering to keep their pointy bits at you too well, or if they get their back to a wall, GET THE HELL OUT! There's no written rule that you have to face tank an assault until they are dead. The longer you fight them, the longer they have to quell their panic and develop a strategy to kerblammo you, or, simply wait for their friends to arrive and haul their lard ass out of the fire.
Relocate. Move somewhere new and interesting. Approach your problem from a new angle. Get a new perspective on things. Keep them guessing. Synergize. Develop a high-quality, value-driven approach to the doom of your foe. Leverage your strengths. Restructure your attack plans. Lower your predictability footprint. Leverage your core competencies. Develop a helicopter-view of the problem and approach from a strategic viewpoint. Wear sunscreen.
#23
Posted 09 June 2015 - 11:51 PM
Blowing out their back is good if you think you can kill them before they react, but otherwise go for a leg.
It's hard to keep a rear torso consistently under your crosshairs once they know you're there and start turning. The legs may have more armor, but they can't hide them. Concentrate on keeping out of their front arc and hitting the same leg over and over.
Less alert pilots will also take longer to notice they're flanked if you're hitting the leg. Anyone knows to turn around when their back is being shot. And if you have to move on before you finish them, leg damage will make them more vulnerable to the rest of your team than rear torso damage.
It's hard to keep a rear torso consistently under your crosshairs once they know you're there and start turning. The legs may have more armor, but they can't hide them. Concentrate on keeping out of their front arc and hitting the same leg over and over.
Less alert pilots will also take longer to notice they're flanked if you're hitting the leg. Anyone knows to turn around when their back is being shot. And if you have to move on before you finish them, leg damage will make them more vulnerable to the rest of your team than rear torso damage.
#24
Posted 10 June 2015 - 12:18 AM
One thing I wanted to add: When an assault puts his back to the wall and you're feeling flush, drop artillery or an airstrike on him.
You don't have to be sneaky with the placement, though! I leave it where he can see it so he can think about the pain he's about to recieve. Either he's going to keep backing to the wall and eat a lot of high explosives, or he's going to try to get out of the area of effect, likely eat those explosives anyway, and still be vulnerable to your attack on top of that. It's Hobson's Choice for the poor assault.
You don't have to be sneaky with the placement, though! I leave it where he can see it so he can think about the pain he's about to recieve. Either he's going to keep backing to the wall and eat a lot of high explosives, or he's going to try to get out of the area of effect, likely eat those explosives anyway, and still be vulnerable to your attack on top of that. It's Hobson's Choice for the poor assault.
#25
Posted 10 June 2015 - 04:55 AM
The Huginn can strip the legs off an assault very easily. Since most people like to place ammo in the legs this strategy is particularly effective.
The Pirates Bane usually goes undetected if you just stand behind someone (while they are engaged) and fire away.
The Pirates Bane usually goes undetected if you just stand behind someone (while they are engaged) and fire away.
#26
Posted 26 June 2015 - 05:59 PM
stay just outside their fireing arc, if they start turn the other direction you have plenty of time to turn your mech around, actually running infront of them while they are turning the opposite direction is kinda safe, as most ppl dont have that kind or reaction to be able to shoot and hit.
stay close to your opponent and keep moving, when they back up against a wall, move out and approach from a different angle
stay close to your opponent and keep moving, when they back up against a wall, move out and approach from a different angle
#27
Posted 27 June 2015 - 11:08 PM
Plaguetongue, on 26 June 2015 - 05:59 PM, said:
stay close to your opponent and keep moving, when they back up against a wall, move out and approach from a different angle
This guy is right.
Closer actually is generally a little safer. The traverse rate of torso weapons on assaults is poor enough that you can often avoid getting shot by them if you are fast and close. From far away, the guns do not have to traverse as many degrees per lateral movement rate (yours) which makes them far more likely to hit you with hitscan weapons. Projectiles otoh, have their own velocity which makes the optimal range for their use against you short enough that the projectile can reach you before you move very far, but far enough that the torso weapons can track you. Basically, you should be within about 20 meters if you can be, or further away than 400 if you must be, though that still renders you badly vulnerable to LPL bulids.
#28
Posted 28 June 2015 - 02:25 AM
also spin around your enemies while your team is fighting them, making ppl turn around when annoyed help out your big mechs alot, if you can cause a little disorientation and teamdamage among your enemies while they are fighting your teams mainforce you will be golden.
it might be dangerous spinning around several big enemies, but if successful it can tip the scale f the battle in your teams favor.
when you fight 1v1 vs a big mech just circle him close and shoot, stay just ahead of his arc, you makes a circle around him faster than he can turn on the spot
it might be dangerous spinning around several big enemies, but if successful it can tip the scale f the battle in your teams favor.
when you fight 1v1 vs a big mech just circle him close and shoot, stay just ahead of his arc, you makes a circle around him faster than he can turn on the spot
#29
Posted 02 July 2015 - 09:31 PM
Kiiyor, on 04 June 2015 - 09:26 PM, said:
Hit'n'run, baby.
Your only advantages as a light are to have an assault on the back foot. If they are maneuvering to keep their pointy bits at you too well, or if they get their back to a wall, GET THE HELL OUT! There's no written rule that you have to face tank an assault until they are dead. The longer you fight them, the longer they have to quell their panic and develop a strategy to kerblammo you, or, simply wait for their friends to arrive and haul their lard ass out of the fire.
Relocate. Move somewhere new and interesting. Approach your problem from a new angle. Get a new perspective on things. Keep them guessing. Synergize. Develop a high-quality, value-driven approach to the doom of your foe. Leverage your strengths. Restructure your attack plans. Lower your predictability footprint. Leverage your core competencies. Develop a helicopter-view of the problem and approach from a strategic viewpoint. Wear sunscreen.
Your only advantages as a light are to have an assault on the back foot. If they are maneuvering to keep their pointy bits at you too well, or if they get their back to a wall, GET THE HELL OUT! There's no written rule that you have to face tank an assault until they are dead. The longer you fight them, the longer they have to quell their panic and develop a strategy to kerblammo you, or, simply wait for their friends to arrive and haul their lard ass out of the fire.
Relocate. Move somewhere new and interesting. Approach your problem from a new angle. Get a new perspective on things. Keep them guessing. Synergize. Develop a high-quality, value-driven approach to the doom of your foe. Leverage your strengths. Restructure your attack plans. Lower your predictability footprint. Leverage your core competencies. Develop a helicopter-view of the problem and approach from a strategic viewpoint. Wear sunscreen.
I'm not going to lie you sound like a business man who turned their proclivity toward rhetoric to the forums. A good read for sure.
#30
Posted 02 July 2015 - 10:00 PM
Xhazahh, on 02 July 2015 - 09:31 PM, said:
I'm not going to lie you sound like a business man who turned their proclivity toward rhetoric to the forums. A good read for sure.
I have the unfortunate dichotomy of being a not-businessman working for a very businessman business.
Our meetings are always like this. We used to play catchword bingo, before it was banned because it spread like widlfire.
#31
Posted 03 July 2015 - 03:31 PM
Kiiyor, on 02 July 2015 - 10:00 PM, said:
I have the unfortunate dichotomy of being a not-businessman working for a very businessman business.
Our meetings are always like this. We used to play catchword bingo, before it was banned because it spread like widlfire.
My condolences, either way! blood for the blood god!
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