Edited by Bergitor, 14 January 2016 - 11:19 PM.
Help For A Light Mech Warrior
#1
Posted 14 January 2016 - 11:18 PM
#2
Posted 14 January 2016 - 11:31 PM
#3
Posted 14 January 2016 - 11:40 PM
You have the most manouverable machines as light pilot, make the other guys regret their own slowness and backstab and harass wherever you can, but keep the standard sniping procedure in mind : shoot, relocate, keep moving .
Use what is your advantage against all those big and brawny boys out there .
#4
Posted 14 January 2016 - 11:40 PM
#5
Posted 14 January 2016 - 11:50 PM
this is from someone who spends about half my time in Lights because I prefer there playstyle
Edited by Rogue Jedi, 14 January 2016 - 11:52 PM.
#6
Posted 15 January 2016 - 12:18 AM
Bergitor, on 14 January 2016 - 11:18 PM, said:
The above posters aren't wrong, but there are ways for you to have the experience you want.
As far as C-Bills go, you will get sub par rewards for support play, unless you have exemplary performance.
Here are some tips that can help you out:
1- Teamwork. If you are playing a support mech you will need a team that can use the tools you provide the most. I recommend grouping up with people. Either through the forums, or through teamspeak servers. You will find many people eager to drop in groups. If life hasn't been so messy for me, I would drop with you ASAP. If all else fails, there are tons of units all looking for a new player to join them.
2- Damage speaks volumes. If you are spotting a mech, and it is getting hit by missiles, then shoot the legs. Legs don't have Front/Rear designation, and while they are being hammered by hits, you sneak damage that way, or if you're feeling gutsy enough, go for their rear torso, if you think you can kill them during the missile barrage.
3- Stealth, and flanking are both useful, as you already seem to know. Use your guns to flush enemies out of their hiding spots, and into your friendly firing lines. However, use the mechanics of the game to minimize your exposure. For example, PPCs are very difficult to track from the side of your eyesight. While lasers will expose you quickly. Those weapons will allow you to hit an opponent, and hide, before they know where the shot came from.
#7
Posted 15 January 2016 - 12:21 AM
To maximize your points try to do alittle damage to everyone. If you get chased down by their lights, string them back to your team so they can make short work of them.
Good luck
#8
Posted 15 January 2016 - 12:51 AM
You MatchScore can be higher than your damage done if you play it right, and if all the other things just fit right.
Greetings
el piro
#9
Posted 15 January 2016 - 01:07 AM
this in my experience wins the match for my team more than 3 times out of 4, and gets me decent rewards because even if the Mechs sent back manage to kill me I have usualy done a few hundred points of damage before going down, but then again I do tend to do well in Light vs Light duels.
Edited by Rogue Jedi, 15 January 2016 - 02:57 AM.
#10
Posted 15 January 2016 - 01:37 AM
First let me congratulate on your posture in the battlefield!
Really! People use lights for their own benefit and usually lose the match, blaming the team.
You are working to and for the team and that's how you should be doing, imho.
About your situation I have one little (but important) tip:
When the enemy you are spotting is being hit by your teams fire, and no enemy mech is looking at your relative position, it's safe to shoot the targeted enemy.
This way you will do some more damage and keep getting all the benefits of keeping the lock for your team.
Also, think about the possibility of using a UAV and dropping it behind the enemies lines when possible.
This will prevent the enemy from knowing they have a uav above them (unless someone with brains and behind cover, finds it strange still seeing the "Incoming Missile" warning) but that's a gamble.
People will argue a light can brawl and can be in the middle of a blob of friendlies fighting the enemy, but to me, what you are doing is exactly what should be done.
So use my tip and see how it works. Even if you manage to do a small amount of damage, it will certainly be more than you are currently doing.
#11
Posted 15 January 2016 - 01:47 AM
#12
Posted 15 January 2016 - 02:08 AM
The maps in MWO are so small we don't need scouts.
Most light mechs are harass/flankers/finishers. They rely on their mobility and high firepower to either distract the enemy and/or to snatch a kill on a mech that retreated behind their friendlies. Those mech must deal their full share of damage, it's not because they're small they can't shoot.
Few light mechs are spotters, they will obtain locks for the missiles. TAG is garbage for this purpose, it forces you to face the target the whole time and basically all you're doing is exposing a weakly armored mech instead of an heavily armored one - bad trade! Spotters use NARC, it allows you to break line of sight immediately. Those mechs will deal less damage that the average mech, but still, it's expected they fight as much as they can.
#13
Posted 15 January 2016 - 02:08 AM
Depending on the consumables they are either one or 2 time use (cool shot consumables, have a 2x usage).
For your kind of play, mostly UAV and ARTI, in those cases they are a 1 shot consumables.
They cost 40k each (that's the reason I only said previously something about UAV and not the ARTI, gets expensive to use both - they can work well when both used, but you need to know where and when to use them to get the best out of them, and mistakes can be made and cost you).
You can trigger them to be replenished at the end of any match so your mech has another one to use on the next match (you see it when you fit in the module, let's say UAV, ticking the right side box will auto-replenish it).
#14
Posted 15 January 2016 - 02:13 AM
There is both a C-Bill version and a MC version. The MC is better, but it's not terribly much, but it does require real money, so keep that in mind. The versions that require C-Bills can be upgraded with GXP after you play for some time; but I would wait until you unlock key modules first.
If you are scout, I would certainly get a UAV. Just use it when you think it will let your team win, and will pay for itself. Once you get better, 40k won't be much yo worry about (and you can always switch to a mech that is strong to grind out some bills, too).
#15
Posted 15 January 2016 - 02:29 AM
epikt, on 15 January 2016 - 02:08 AM, said:
The maps in MWO are so small we don't need scouts.
Sorry, but that statement is just wrong. Some maps are too small, I agree. But most of the maps provide enough cover and possibilities for scouts.
#16
Posted 15 January 2016 - 02:52 AM
A bit of scouting is ok. Fast mechs are the best equiped for this but it's the role of most of the team, as a whole.
But I'm lazy so I'll just quote someone known as one of the best light pilot out there. Kind of a cheap shot, I know.
Quote
Quote
(source)
#17
Posted 15 January 2016 - 03:06 AM
epikt, on 15 January 2016 - 02:52 AM, said:
A bit of scouting is ok. Fast mechs are the best equiped for this but it's the role of most of the team, as a whole.
But I'm lazy so I'll just quote someone known as one of the best light pilot out there. Kind of a cheap shot, I know.
(source)
I agree we do not need dedicated (as in they do nothing else) scouts but scouting can be extremely useful, if one of your scouts finds where the enemy are early in a match that can make a significant difference especially if there is a lance off on its own which you can pick off, but even knowing the makeup of the enemy team early can have a significant impact on the game. but I agree the "scouts" should carry some weapons and should contribute in other ways, weather as a spotter, distraction, harasser, capping, fire support or any other role you can think of.
what I cannot agree with is what you seemed to be suggesting in the earlier post, that scouting is pointless
#19
Posted 15 January 2016 - 05:06 AM
Edited by TercieI, 15 January 2016 - 05:07 AM.
#20
Posted 15 January 2016 - 05:50 AM
I would replace the TAG and Narc (especially Narc) with weapons. At your level of play TAG/Narc are too dependent on other pilots who are still figuring things out, so you won't be getting the most bang for your buck out of them. And as lights are already starved for firepower, adding Narc just makes the problem worse. I usually prefer Med Pulse lasers and SRMs.
As others have said, scouting can be very useful in MW, but its not your primary role. I build lights with max speed so I can scout early in the game but then get back to the main line undamaged. From there I pick away at flanks, try to turn the enemy away from my assaults, get heavier mechs to chase me away from the main battle, and use my scouting to locate mechs that have isolated themselves and relay that info back for the team to jump on.
There is a guide to match rewards that should help you increase your match score. I keep meaning to bookmark it but I've lost the link again. Maybe someone else can post it. But the Reward Display shows up in text in center screen (or lower left) when you do stuff that helps your match score - keep an eye on that for ideas of what you are getting rewarded for and do more of it.
But in the end, as others have said, your match score is primarily dependent on how much damage you put out, in the form of kills, solo kills, most damage for kill, assists, components destroyed, etc.
Edited by Fen Tetsudo, 15 January 2016 - 08:37 AM.
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