So now I've got an awesome Battlemech. What do I do with it?
Now the question begins, what's the best tactics to use with my mech? Now before we can answer that, the question is, how did you build it? Now, we're assuming here everyone already knows that teamwork is the key to victory, but certain builds find themselves in a different niche in the team than others.
Poking builds tend to be better playing defensively, and sustained fire builds do better playing aggressive. The poking build can fire, get it's damage in, and then retreat behind cover to cool off or cooldown. The sustained fire build wants to chase it's target to maintain engagement. If you brought a sustained build, expect to be the one leading the charge as it benefits you most. This is not to say that poking builds cannot charge, just that it's not what their designed for.
Leading the Charge.
Sustained fire mid range brawling in Tourmaline
Map provided by smurfy:
http://mwo.smurfy-ne...inedesert&m=tdm
The action takes place around G4 as the enemy assualt lance looses three of it's members.
Follow along with this pilot if you will:
https://vimeo.com/142972458
Between 0:20 and 0:38 we see the pilot check the map, and unit composition. Since the mech has continued it's onward tromp all the while, we can safely assume the pilot placed their mech in full gear before doing so. In this brief 18 second interlude whilest heading towards the battle, our pilot has garnered force composition of their side, and direction of travel of their allies. We now know that the far lance is the light lance, and that all mechs are travelling towards the assault lance. Things are looking good for our team.
Whilest on the look out for enemies a target is spotted at roughly timestamp 0:50. At 1:02 our pilot calls the contact in over Voip, and at 1:10 gets force clarification via text. A quick glance at the minimap shows the Assault lance is in agreement, and the pilot continues onwards. At 1:25 the battle begins in earnest.
Twenty seconds later the sustained barrage of AC 5 fire from the Banshee tears apart the enemy Daishi, combined with some assistance from the team. At this point, and in fact even sooner, our pilot has the option of pulling back to group up a proper murderball and wait for the team. Instead, this pilot chooses to commit, getting stuck in to ensure the second kill. Perhaps they got caught up in the heat of the moment, or maybe they wanted to take the lance before reinforcements arrived. Either way, once committed, it's difficult to back out without disrupting the murder ball, and even then would take time to retreat to cover.
At 1:55 battered and badly damaged, the Banshee drops the second target, which was softened up as the focus of friendly fire earlier. At this point, one can see the enemy has been specifically targeting the Ac5 torso on our Banshee. This does not bode well, and may influence future decisions.
At 2:02 the opposing BlackKnight decides to disengage the Banshee to attack the friendly Loki. Our pilot chooses to continue to engage so as to offer the relatively undamaged right side to the remaining crab and any other mechs who choose to join in. The team helps out, and the blackknight does not survive.
At 2:15, after merely 50 seconds of fast paced constant engagement, our BNC-3E pilot chooses to spread their laser fire so as to secure two kill assists as the mechs collapses underneath them from its travails. The friendly team is mostly undamaged, and is up Eleven to Nine.
At just over two minutes, the BNC-3E has secured top damage in the match, and the pilot may launch in another mech, or wait around to score the two assists, perhaps alt tabbing out to the forums. The match lasts all of four and a half minutes, and only one other friendly mech is lost.
Just know, that when you choose to commit fully to leading a charge, you should not expect to survive. Sure, you could pull back, take your share of the damage and let someone else step in to continue on, but now we're getting into full on teamwork and CW tactics, which I'll leave for another time. When you commit to a charge like this you are sacrificing one mech in hopes for greater returns.
Holding the Line.
Sustained fire mid range brawling in Alpine
Map provided by smurfy:
http://mwo.smurfy-ne...eaks&m=conquest
The action takes place at Kappa, J8. Pilot commits to help a doomed teammate and is in a tough spot.
Follow along with this pilot if you will:
https://vimeo.com/142975913
The first minute of the match is spent reviewing the map, no doubt due to the pilot being rusty at conquest herein, while the team discusses tactics. It is decided the Highanders will camp the ridge line, though where exactly on the line is not specified. Despite some useless lrm fire, the next minute and a half is relatively uneventful. At 2:30 however, the pilot has the oppourtunity to hop down and join the battle, or try to take the I9 hill.
Whilest missiles from the mountain on Crimson Straight can be downright hilarious, our pilot chooses poorly, and is out of range when they finally crest the top. After waiting around unable to shoot, our pilot sees a friendly in dire straights and begins to descend the mountaintop at ~3:40. The friendly dies almost immediately. With allies retreating and five enemies in sight, our Highlander high tails it for kappa, the only cover available.
Now faced with superior numbers, our pilot takes a page from the Book of Five Rings, and chooses to deal with them one at a time, taking on the most injured first. Understanding the limitations of Lrms, we see the Masakari charge within minimum range, but oddly, still within ppc range. They must not have had time to peruse the targetting info helpfully provided by pressing 'r'. By closing however however, the Blackhawk's fire is effectively blocked. At this point the enemy is mostly staying within lrm range, turning a sustained fire/poking hybrid into simply a poking mech. Classic poking gameplay commences.
At 4:40 we see another gameplay style in use, the torso twist. The Masakari, while waiting for it's weapons to cool, chooses to look sideways in hopes of catching stray shots on the arms or side torso. Our pilot however, using sch pinpoint weapons as an Ac10 and ppcs is afforded the oppourtunity to maintain facing and aim CT anyways. Lasers this mech does not carry.
Two down, and with the Blackhawk content to maintain distance, the Highlander makes a brief attempt at assisting an ally, but it's proved unnecessary. Reminded of it's own troubles by enemy fire the Highlander locks target and continues it's lrm harassment. The madcat, having no doubt realizing the loadout carried, tries charging within minimum ppc range, and is undone by three quick ac10 shots while the Blackhawk flanks.
Sadly, here, in the heat of battle, we see a series of deadly mistakes. Despite holding it's own lock for lrm fire, the pilot missed the exposed legs of the opponent and focuses torso. Normally, taking the side torso of a clan mech is a solid move, as it's easier prey than the center, and is half a kill along with removing half the weaponry while going through nearly half the armour. However, had the pilot gone for the exposed legs, they may have very well secured an entire lance. Or, had they backed up to lrm range while their opponent overheated then too might they have prevailed. As it is, the pilot flubs it and even waits to hit override until after powering down from the last ppc shot, and is destroyed for their failures.
A friendly Cicada showcases the 'hill hump' tactic to finish this portion of the fight, and the Assault pilot may now leave the match, having gotten full pay for the last assist.
Too slow to retreat safely, our pilot choose to make a last stand trying to hold the attention from as many enemies as possible whilest doing their best to reduce the amount of incoming fire.In this way they gave their team much needed breathing room, allowing what had started as a two kill lead by the opposing forces to be turned around into a narrow victory. The valiant Cicada is one of three mechs left standing after this debacle.
Flanking, and Holding the Flank.
Mid ranged poking in Canyon Network
Map provided by smurfy:
http://mwo.smurfy-net.de/map#n=canyonnetwork&m=tdm
The action takes place at central outcropping. C3-D4 corner. Pilot met while flanking.
Follow along with this pilot if you will:
https://vimeo.com/143081791
Again we see the pilot take stock of the team whilest moving towards the enemy. The biggest thing of note is the lack of jumpjets available, leaving the Daishi as one of few able to flank effectively this map.
We see the Daishi holding fire on it's pulse lasers, hoping no doubt for a better shot. It is an oppourtunity wasted however, as no one wishes to poke over canyon edge. A sniping raven makes an appearance and, ill equipped to deal with it, the Daishi chooses to move on and try and flank.
Coming up on the central outcroppings, the usual spot for poking and oft targeted, we see via the minimap that allied mechs have moved left both in canyon, and above. The enemy marks show the mechs facing to the side of our pilot, and whilest they might be twisting towards our assault, folk do tend to look where the fire is coming from. Our pilot thus chooses to crest the ridge and fire.
Of course, an inquisitive raven interrupts, and we get to see the flamer in action, it's weapon effects spoiling an otherwise great shot on the Center Torso of the light mech. Still, the withering onslaught of six medium pulse lasers convinces the scout that discretion is the better part of valour, and our pilots gets a few shots in whilest cooling off. Having been spotted by a Blackhawk, our Daishi returns fire and pulls back, utilizing the previously showcased Torso Twist to spread the damage from incoming Lrm fire.
Now having earned the enemy ire, our Assault moves on to a better firing position. With the enemy trying to camp and rush this side, the pilot cannot go on without being cut off, and in fact, needs to hold the enemy back for the team. Here we see the pilot trading shots while just outside of effective range, allowing the Blackhawk to survive that much longer. Persistance, and the larger alpha and armour wins out however.
Finally the team is ready to push. Our pilot then moves left to flank from what is the middle of the team's scattered positions, the enemy distracted by the valiant press from the right flank. Being relatively ignored our assault wrecks the enemy, even utilizing some coolshots to help ensure their comrade's well being. Finally the enemy Hellslinger decides enough is enough and is joined by a hiding missile platform. Having conserved it's armour throughout the match our Dashi is able to weather the storm, and the team prevails.
Whilst not the most teammate friendly tactic, flanking can be a vital part of the battle, and allows easy shots on the enemy, or, conversely, prevents the same from happening to your team. Usually relegated to faster mechs, the concept of flanking can be used in any part of the match. The best way to win trades is to be the only one doing the shooting.
~Leone.
P.S. Apologies on the video quality. It appears Shadowplay does not support windows 8 and I'm still getting hang of OBS. Also, apologies for not providing a sound track, still looking into some .flv editing software for musical inclusions and cutting of longer vids. Suggestions welcomed.
Edited by Leone, 22 December 2015 - 09:56 AM.