ghost of char, on 29 April 2016 - 05:33 PM, said:
As an experience player, I have collected at least three factors which determine your victory and defeat in quick play.
1. coordination. If you attack a lone assault, in a far away map, You have 5 other light mechs scouting with you, but if there is only one mech which following you to attck the deserted asssault, and on the last minute you then realized that the whole enemy's team were not too far away from the deserted mech, running away seemed impossible. If all of the five other mechs were following you, your chances to have confidence is higher, so whatever happened next seemed easier. So make sure ;NOT to attack enemy/es alone or by yourself- which to me this mistake was contributing most of my defeats.
2. waiting sucks. that's right, sometimes I want to just rushed into enemies map and just taking chances in shooting the enemies. But most of the time, you have to wait, especially if you don't have a huge mech. well I guess it happened to all of the mechs. so wait. wait for the opportunities or gather a few mechs to have a planned attack.
3. why lose? because either you suck, or your team suck, sometimes I don't want to believe this theory but well.....I hate to admit it....more often than not, if your team played good, you will have a better motivation to win. who agrees with me?
Is this an alt account for you? Otherwise, I'm not sure how you can call yourself an experienced player with only 3 posts.
Having said that, there are some errors here that I feel need to be addressed:
If you're talking about pug drops, you're not going to have 6 lights on one side. If you do, and you're all together, that's not scouting. Lone mechs scout. Also, one light should be able to take out one assault unless the assault driver is really good and/or is loaded with streak 6s and/or LBXs. Otherwise the light should easily dispatch the assault.
Rather than not attacking alone, maybe better advice would be to press R and look at the enemy loadout before attacking. Longer range weapons are generally harder to aim close up. But, this also depends on what weapons are on the light. Personally I HATE light snipers on my team, but if you're in a light sniper and the enemy has short range weapons, stay far away and plink at their armor until something changes.
Yes waiting sucks. There is a time for patience, and there is a time for movement. One of the most important factors to winning is knowing when to do what. When the friendly assaults are gathered in one spot and the location of the enemy force is known, the assaults MUST move forward and attack a single target until he is destroyed. If the assaults stay in one place too long they are inviting an enemy flank, which unless it is quickly countered usually results in an enemy win.
Your 3rd point should simply be deleted.