So what I learned in Quick plays so far:
Rule 1: If there are team mates at your right or left or front or back, do not count at all on them keeping the enemy in their firing arcs suppressed or paying attention at all to their surroundings. If you do, you will likely die from shots in the back, side choose your pick.
Rule 2: Do not think you are in a team, covering flanks, rear will do nothing at all. You will announce a flanking move, try to suppress and likely die by being overwhelmed because no one cares.
Rule 3: If you are in a firing line of several mechs and the enemy is so bold to shoot back(you are still more mechs in that line), count on the line breaking and the others running. Basically with you staying and shooting, you provide cover for the others to back off and will die eventually because you end up alone.
Rule 4: If you think tactically and make a move with several other mechs(lights) to split the enemy force, prepare to die. Your team mates will, abandon you without announcing incoming enemy mechs or as soon as they face opposition, even if you ask, you will get no answer or intel. You will die.
Rule 5: If you are with several mechs and face a force which is smaller than the mechs around you and decide to push, you will die. Most likely your team mates will just stay in cover and do not move with you.
Rule 6: While dropping, complete silence in chat and voice communication is a bad omen. Communication is key to winning a game.
Rule 7: Just because a mech is lighter than you does not mean he will not kick your ***.
Rule 8: Locusts are annoying as hell, if engaged by one try to get to your group or change position to get some support - they are hard to hit and the possibility is high that another enemy mech will join.
Rule 9: If in a brawl with another mech, try to get for specific components which are weak, targeting helps a lot - trying to get a headshot might be the only way you can win a fight.
Rule 10: If you have a firing position with cover or advance with partial cover to a target while shooting it is very likely that your team mates will swarm that position, blocking each others firing line and running in yours (probably to get in range for their weapons) often providing cover for the target. In many cases your position will get heavy fire by enemy mechs after at a short time. Time to fall back or change your position.
(Moric reminded me of that).
Rule 11: When you are in a firing line and hold a position with several team mates against a pinned force, pay attention to the map. It is highly likely that 3/4 will run off to chase a locust or another light and you will be overrun by the enemy mechs.
Rule 12: You are in a fight with another mech having a good cover, good position or outmanouver him, you tanked a lot of damage, played quite well, you eat up his last barrage of hell to get in for the final shots. Be prepared that right in this moment one of your team mates will run right in front of you, blocking your firing line to score the kill, they like to do it especially, when the enemy just fired his shots which you tanked, so they won't get harmed..
Some sources which helped me a lot:
- Metamechs: http://metamechs.com/
- No Guts No Galaxy Forum - MWO Mech Builds: http://www.nogutsnog...forum/index.php
- Smurfy's MWO Reference: http://mwo.smurfy-net.de/
- YouTubers : Critical Rocket, MoltenMetal, Josh Tolley, M4J35T1C, SideStrafe
But I will still try to play tactical and team focused, even if it means I die more often having not done much damage at all - there are the teams which react, when you announce a flanking move; there are teams who cover each others back and there are teams which hold a firing line and where support arrives to push forward.
There may be an occasional game, where the random team actually plays as a unit but is not rule, more the exception. PUG LIfe.
I might have to add that I played mainly as a Rifleman, which from my impression, relies heavily on team play as it is a mech that fits more a support role, which can do insane amounts of damage(overall around 400-600, peaks in the slightly over 1000 for me), but relies heavily on not being engaged directly by enemy mechs.You have no amazing peak alpha, but a high sustain over time.
All these rules were collected in several 100 Quick Plays(I think I am at 350+ now) and are not a rare situational occurrence, rather you see these situations happen very often.
Edited by Dryderian, 16 July 2016 - 01:52 AM.