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I'm I Wasting My Time With Direct Fire Support?
#1
Posted 24 February 2016 - 10:10 AM
#2
Posted 24 February 2016 - 10:20 AM
#3
Posted 24 February 2016 - 02:54 PM
Always be prepared, having a one-trick-pony can be fun, but you may find yourself ineffective in a bad situation.
#4
Posted 25 February 2016 - 12:12 AM
#5
Posted 25 February 2016 - 12:32 AM
Austiclyse, on 25 February 2016 - 12:12 AM, said:
Then fight in shade dude
![Posted Image](http://static.mwomercs.com/forums//public/style_emoticons/default/cool.png)
I.e. fight close to solid cover, readily available on most maps. Polar Highlands have almost none, but there it isn't that hard to keep at ~900 meters from the enemy with AC2s and simply backpedal outside of their range (if anybody comes and lights you up that is, sensors can't lock on to you on that distance).
Remember 1 most basic rule of pug teamplay - the slower you are, the closer you should be to your teammates. Ideally, getting back to the bulk of your team/at least 3 friendly mechs should never take longer than about 20 seconds - you often need to be back ASAP to reinforce a push or to get help.
Helping from the distance may seem useful, but it has one distinct disadvantage - you're not reinforcing the front line with your armor, you don't share damage where it is most needed. More often than not, if a team's front line collapses, the game is lost, and a heavy out back is a lot of armor less on the front line. This is why I try to avoid building long-range oriented heavies and assaults for quick play. In group play (when your group is small) and in CW they can do wonders, but in QP I actually notice that sitting in a heavy or assaults out back makes me loose more games, no matter my individual score.
My advice - 1st make sure how much lrms does the enemy group have and adapt to this fact. 2nd Use that ac2 range to your advantage while the distance between both teams is large, but if the front lines get close, don't hesitate to close in and share armor with your teammates. You don't have to stay IN the front all the time, but don't hide completely in the back (alternatively, in a peekaboo fight, always change your targets to those who start peeking, before they shoot - your barrrage will make their aim worse and save your team some HP).
Edited by Prof RJ Gumby, 25 February 2016 - 12:34 AM.
#6
Posted 25 February 2016 - 02:06 AM
Good luck!
#7
Posted 02 March 2016 - 09:11 AM
#8
Posted 02 March 2016 - 09:25 AM
I would personally keep running direct-fire support. Its an under played role and can really suppress an enemy team. That being said its highly dependent on teamwork which you will likely get zero support. Which in a way would actually help you train to survive in CW and be more self reliant. If all else your cartography and tactical view will be stronger. Especially when you know your team is about to fail and you plug the gap with suppressing fire, or run to the herd because you know you're about to get jumped.
CW is a whole different kettle of fish anyhow. Pugging as a direct-fire support is an exercise in self flagellation. But I'd still do it anyhow.
Btw - if you haven't already, the Fire CTRL macro is wonderful with the quad AC/2
Edited by rolly, 02 March 2016 - 09:26 AM.
#9
Posted 03 March 2016 - 01:46 PM
1. Try to always stay near, but behind larger mechs, about 150m is good.
2. Never be at the front of the mech group
3. If the mech group is stable, deny a small area, this means exposing yourself to a small area of the map and shooting anything that comes around a corner or over a ridge. Stay put, take some damage and keep the enemy heads down. If you get charged, fall back and regroup behind heavier mechs. Make sure the area of your mech you are exposing is only from what you are facing.
4. DO NOT act like a sniper... you cannot be a sniper as direct fire support. Your job is to provide a high level of fire/ damage onto a mech that is threatening a larger ally.
5. Don't chase lights.
6. Always follow your favored assault mech/s. Do not let them go alone.
#10
Posted 08 March 2016 - 01:08 PM
I also feel less bad about slinging a ton of AC/2 ammo into the dirt to keep an enemy's head down than I do about AC/5 ammo.
#11
Posted 08 March 2016 - 04:45 PM
AC2s only work vs noobs. You want dual Gauss/Gaussvomit on that jager. Dont be a 'sniper' either. in Puglandia, move with the ball, you sit alone some AC/FS/Jenner will hunt you.
AC2s do lots of damage...but over too much facetime. A Meta-Dire needs @ 2 seconds to do 70-80 damage to one component if the pilot can aim.
Some teams can get Ac2s to work in CW, but that is a team effort i hear.
So, branch out a bit-loadout wise and move with the group. You should gradually get better and gain the privilege of carrying in Solo.
#12
Posted 08 March 2016 - 06:02 PM
Edited by Repasy, 08 March 2016 - 06:02 PM.
#13
Posted 09 March 2016 - 01:48 AM
#14
Posted 09 March 2016 - 09:21 AM
#15
Posted 09 March 2016 - 10:10 AM
#16
Posted 11 March 2016 - 04:43 AM
I play that mech much less in Solo queue, because it's just too situational. Most maps favour short range and lights sneak around much more, and you're just too vulnerable.
For Solo queue I prefer a super stock BJ-1 with 2*AC/2 and 4*ML. The better mobility and the better burst damage with the ML's thrown in make it more versatile in pugging.
Edited by jss78, 11 March 2016 - 04:43 AM.
#17
Posted 11 March 2016 - 05:33 AM
Try to be the perpetual 2nd mech. Eg, Atlas charges in, you are the guy standing right next to him and slightly behind. He takes the first hit while you both dish it out. As he exhausts his heat or alpha and start to turn away you step in with dakka to cover the retreat. Rinse, repeat.
Doing this ive found that dakka jagers are quite survivable.
Eg: 1:45 in this game:
https://youtu.be/GbaJfE6TH3Y
2nd piece of advice - as shown later on in this video, another good way to make sure you dont take a lot of damage is to make sure that the first thing the enemy sees about your mech is your dakka hitting them in the face. Not being able to see and getting constantly hammered by dakka unsurprisingly reduces the effectiveness of return fire substantially.
To achieve this you need to learn to slice the pie, work the map like a SWAT guy clearing a room, and if you are the first, go no faster than you can aim and get in the first shot.
Edited by JigglyMoobs, 11 March 2016 - 05:43 AM.
#18
Posted 11 March 2016 - 05:52 AM
Putting damage into a single location, as opposed to spreading it all over a mech, is key in this game. AC2 spread damage everywhere.
Edited by Rouken Vordermark, 11 March 2016 - 05:54 AM.
#19
Posted 11 March 2016 - 06:19 AM
Triple AC5s or Triple UAC5s put out a lot more damage upfront and still achieves suppression effect.
also, you really shouldn't be brawling in a Jager
#20
Posted 12 March 2016 - 01:17 PM
If it works in game then it works, say if you in optimum or falloff and don't take too much damage back, and able to dish out enough then it works.
I would go against the idea of olny considering fewer ac 10's if you can do 2's for the same dps (compare one with the other in multiple matches). Less weapons to lose insnt a good thing, think about it, say if you got one in each arm one in each torso, and you lose one arm no big deal, or even two, also if you have ammo in the torso you can actualy do the same amount of damage in a match just slower. But if you have a few big guns lose it or ammo and that's it.
Also, range is allways good damage mitigation, think about it, if you a thousand away even large lasers deal reduced damage, anything less ranged can't touch you.
Its like a urban mech or atlas and one ac20, lose it or the ammo and its screwed, lose gun and can't use remaining ammo, lose ammo and can't use gun. If in any case had redundant weapons and ammo a fallback exists.
Edited by patoman, 12 March 2016 - 01:19 PM.
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