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A Guide To Being A Solo Player In Faction Warfare.
Started by naterist, Jan 14 2017 05:06 PM
9 replies to this topic
#1
Posted 14 January 2017 - 05:06 PM
this a guide for people who are joining faction warfare, and want to try and go the whole way on their own. i will begin with you starting off on the download and move all the way to "competent player who is capable of getting over 1500 dmg per game on a regular basis.
1. download and install.
this is the last stop for the majority of your crazy ideas and fantasies. while this game has many amazing features, step two will slowly crush some of them.
2. academy.
you go through the academy, or tutorial, or whatever you want to call it. here you learn the very basics. if you've skipped this step, like i and many before us have, your gonna wanna go back and do it. and do all of it. after the basic tutorial go do every one of the additional practice things they offer.
3. first game
you gonna get curb stomped. you still probably move very shakily and unevenly. at this point your wanna look into adjusting your mouse settings, and watching various guides. molten metals daily dose got me through teir 4, so i would recommend him, but there are many out there you can watch who are also quite informative. if you run into the B33F's videos............... well..... just....dont try them at home, ok?
4. confidence builds
youve started to get decent at qp, youve moved out of teir 5 and into teir 4, and are starting to think you can handle fw. this is a dangerous thought. if you go in before your ready, your gonna have a bad time.
5. teir 3, or high teir 4 is achieved.
your confidence is through the roof. good for you, your ready to go into fw, because your finally set and elited out a large amount of mechs, or you think you have. buy some mech bays, and get more than just the four. id say 8-15 different mechs that you are comfortable with. if youve skipped the mechbuying parts, go back and do them
6. your first seal clubbing.
its brutal, but this stage is essential. youve probably already reached this stage, and your begging to get out of it. the thought of breaking and joining a unit sounds nice, but that is for the weak, you must solo or you will quit, because you are to stubborn to join a unit. dont worry friend, i too was like you, and i can guide you out of this terrible stage. however, it is still a vital stage. you must undergo these seal clubbings, almost like a right of passage. your true test is if you can overcome them. at this point youve probably gotten so mad youve turned to google, and two years after the posting of this thread your finally finding this thread and the wisdom within it. USE IT.
7. download teamspeak, and get your factions ts info off the forums.
this is self explanatory. its one thing to solo, but you must realize that a mic and teamspeak are essential items for faction warfare, without them, you arent leaving the seal clubbing phase.
8.small group newb.
no one really knows you yet, your a new face on the teamspeaks. some will try helping you, but most leave you alone because they arent sure who you are or how you play. here, you need to build a reputation as a team player. be respectful of the people who take the time to educate you, and know that the more you listen and learn from them, and the more you show that you can follow directions and take orders ingame, the more people will be interested in inviting you to games. that is essential for the next part.
9. 11 man filler pug.
find some units on those teamspeaks who are inclusive of one or two pugs. you dont have to join their unit, but when they need a filler, you volunteer. you can learn a heck of a lot playing with them and watching their screens and builds after they die. here you will also want to listen in on people as they theory craft new builds. it, combined with meta mechs will help you to learn much more about the mechlab, which is a skill you need to learn by word of mouth, but is just as useful as learning to aim.
10, return to your pug roots, and try dropcalling.
youve learned alot now, so its time to return to pug solo que to practice dropcalling. the majority of these people are people who have yet to escape the seal clubbing stage. practicing dropcalling with them can help them and you both, and it gives you a place to practice were failure is expected anyways, so any attempt to get a win through outside the box thinking will be gladly accepted. keeping your spirits up here is essential, because your gonna have a lot of trial and error. return to step 9 whenever it starts to feel overwhelming, and use the teams you fill in for as examples of how to drop call effectively.
11. begin making pug groups with other "pro" solos
this is the last step. you understand dropcalling, and hopefully you have enough of a reputation that people actually enjoy dropping with you. here, you can start going around to different groups, and trying to unify them till you get a 12 man. its rough, but thats what being a solo is all about. at this point, youve reached about as high as you can go as a solo player. that isnt to say that bveing a solo player is very limiting. in the past 10 matches ive played, ive only lost 2, and that was against evil and awol.
it is very daunting, and alone you can never gin the infamy of a unit like kcom, or evil, but alone, you can potentially reach a level were facing 12 man unit isnt all that scary, because only the very best are able to beat you, and the conglomerate of other highly skilled solos and small groups that you play with. it is a unique playstyle, and deffinetly rougher and slightly less rewarding then the unit path, but your a stuborn pug, and thats what youve signed up for when you decided to go that route.
good luck, and stay positive solo's <0
1. download and install.
this is the last stop for the majority of your crazy ideas and fantasies. while this game has many amazing features, step two will slowly crush some of them.
2. academy.
you go through the academy, or tutorial, or whatever you want to call it. here you learn the very basics. if you've skipped this step, like i and many before us have, your gonna wanna go back and do it. and do all of it. after the basic tutorial go do every one of the additional practice things they offer.
3. first game
you gonna get curb stomped. you still probably move very shakily and unevenly. at this point your wanna look into adjusting your mouse settings, and watching various guides. molten metals daily dose got me through teir 4, so i would recommend him, but there are many out there you can watch who are also quite informative. if you run into the B33F's videos............... well..... just....dont try them at home, ok?
4. confidence builds
youve started to get decent at qp, youve moved out of teir 5 and into teir 4, and are starting to think you can handle fw. this is a dangerous thought. if you go in before your ready, your gonna have a bad time.
5. teir 3, or high teir 4 is achieved.
your confidence is through the roof. good for you, your ready to go into fw, because your finally set and elited out a large amount of mechs, or you think you have. buy some mech bays, and get more than just the four. id say 8-15 different mechs that you are comfortable with. if youve skipped the mechbuying parts, go back and do them
6. your first seal clubbing.
its brutal, but this stage is essential. youve probably already reached this stage, and your begging to get out of it. the thought of breaking and joining a unit sounds nice, but that is for the weak, you must solo or you will quit, because you are to stubborn to join a unit. dont worry friend, i too was like you, and i can guide you out of this terrible stage. however, it is still a vital stage. you must undergo these seal clubbings, almost like a right of passage. your true test is if you can overcome them. at this point youve probably gotten so mad youve turned to google, and two years after the posting of this thread your finally finding this thread and the wisdom within it. USE IT.
7. download teamspeak, and get your factions ts info off the forums.
this is self explanatory. its one thing to solo, but you must realize that a mic and teamspeak are essential items for faction warfare, without them, you arent leaving the seal clubbing phase.
8.small group newb.
no one really knows you yet, your a new face on the teamspeaks. some will try helping you, but most leave you alone because they arent sure who you are or how you play. here, you need to build a reputation as a team player. be respectful of the people who take the time to educate you, and know that the more you listen and learn from them, and the more you show that you can follow directions and take orders ingame, the more people will be interested in inviting you to games. that is essential for the next part.
9. 11 man filler pug.
find some units on those teamspeaks who are inclusive of one or two pugs. you dont have to join their unit, but when they need a filler, you volunteer. you can learn a heck of a lot playing with them and watching their screens and builds after they die. here you will also want to listen in on people as they theory craft new builds. it, combined with meta mechs will help you to learn much more about the mechlab, which is a skill you need to learn by word of mouth, but is just as useful as learning to aim.
10, return to your pug roots, and try dropcalling.
youve learned alot now, so its time to return to pug solo que to practice dropcalling. the majority of these people are people who have yet to escape the seal clubbing stage. practicing dropcalling with them can help them and you both, and it gives you a place to practice were failure is expected anyways, so any attempt to get a win through outside the box thinking will be gladly accepted. keeping your spirits up here is essential, because your gonna have a lot of trial and error. return to step 9 whenever it starts to feel overwhelming, and use the teams you fill in for as examples of how to drop call effectively.
11. begin making pug groups with other "pro" solos
this is the last step. you understand dropcalling, and hopefully you have enough of a reputation that people actually enjoy dropping with you. here, you can start going around to different groups, and trying to unify them till you get a 12 man. its rough, but thats what being a solo is all about. at this point, youve reached about as high as you can go as a solo player. that isnt to say that bveing a solo player is very limiting. in the past 10 matches ive played, ive only lost 2, and that was against evil and awol.
it is very daunting, and alone you can never gin the infamy of a unit like kcom, or evil, but alone, you can potentially reach a level were facing 12 man unit isnt all that scary, because only the very best are able to beat you, and the conglomerate of other highly skilled solos and small groups that you play with. it is a unique playstyle, and deffinetly rougher and slightly less rewarding then the unit path, but your a stuborn pug, and thats what youve signed up for when you decided to go that route.
good luck, and stay positive solo's <0
#2
Posted 28 February 2017 - 02:55 PM
Lol thanks for the guide, im a returning mwo player from before there was faction play and clans appeared.
Now i do plan to solo since i dont have the time commitment required for solid unit play.
My biggest question so far is which faction or path should i pick as a soloer?
Should i make a 1 man mercenary unit lol?
thank you for your guidance.
Now i do plan to solo since i dont have the time commitment required for solid unit play.
My biggest question so far is which faction or path should i pick as a soloer?
Should i make a 1 man mercenary unit lol?
thank you for your guidance.
#3
Posted 28 February 2017 - 05:33 PM
Raze101, on 28 February 2017 - 02:55 PM, said:
Lol thanks for the guide, im a returning mwo player from before there was faction play and clans appeared.
Now i do plan to solo since i dont have the time commitment required for solid unit play.
My biggest question so far is which faction or path should i pick as a soloer?
Should i make a 1 man mercenary unit lol?
thank you for your guidance.
Now i do plan to solo since i dont have the time commitment required for solid unit play.
My biggest question so far is which faction or path should i pick as a soloer?
Should i make a 1 man mercenary unit lol?
thank you for your guidance.
Making a 1 man unit when you are skilling up is not the best idea imho. Find a starter unit, get into the swing of things and when you feel good enough, start taking the next step by looking for a unit that is competitive. All depends on how good you think you can get or want to get.
Soloing will eventually make you rage quit.
#4
Posted 28 February 2017 - 06:05 PM
+1 to Carl.
Go Merc
Find a casual unit: https://mwomercs.com...ons-merc-corps/
Drop with them and learn.
And ye, don't solo. You'll just become angry (while learning), end up posting dribble on the forums instead of getting into the game & becoming better.
Also - last tip - avoid units that follow "Lore" builds, they won't help you improve by bringing inferior loadouts to FP.
Go Merc
Find a casual unit: https://mwomercs.com...ons-merc-corps/
Drop with them and learn.
And ye, don't solo. You'll just become angry (while learning), end up posting dribble on the forums instead of getting into the game & becoming better.
Also - last tip - avoid units that follow "Lore" builds, they won't help you improve by bringing inferior loadouts to FP.
Edited by justcallme A S H, 28 February 2017 - 06:55 PM.
#7
Posted 02 March 2017 - 05:09 PM
Be sure to front load you dropdecks with LRM 80 Atlas' or Kodiaks also!
wahmp wahmp...
Good guide! New players read this thread please!!
wahmp wahmp...
Good guide! New players read this thread please!!
#8
Posted 03 March 2017 - 09:36 AM
naterist, on 14 January 2017 - 05:06 PM, said:
this a guide for people who are joining faction warfare, and want to try and go the whole way on their own. i will begin with you starting off on the download and move all the way to "competent player who is capable of getting over 1500 dmg per game on a regular basis.
1. download and install.
this is the last stop for the majority of your crazy ideas and fantasies. while this game has many amazing features, step two will slowly crush some of them.
2. academy.
you go through the academy, or tutorial, or whatever you want to call it. here you learn the very basics. if you've skipped this step, like i and many before us have, your gonna wanna go back and do it. and do all of it. after the basic tutorial go do every one of the additional practice things they offer.
3. first game
you gonna get curb stomped. you still probably move very shakily and unevenly. at this point your wanna look into adjusting your mouse settings, and watching various guides. molten metals daily dose got me through teir 4, so i would recommend him, but there are many out there you can watch who are also quite informative. if you run into the B33F's videos............... well..... just....dont try them at home, ok?
4. confidence builds
youve started to get decent at qp, youve moved out of teir 5 and into teir 4, and are starting to think you can handle fw. this is a dangerous thought. if you go in before your ready, your gonna have a bad time.
5. teir 3, or high teir 4 is achieved.
your confidence is through the roof. good for you, your ready to go into fw, because your finally set and elited out a large amount of mechs, or you think you have. buy some mech bays, and get more than just the four. id say 8-15 different mechs that you are comfortable with. if youve skipped the mechbuying parts, go back and do them
6. your first seal clubbing.
its brutal, but this stage is essential. youve probably already reached this stage, and your begging to get out of it. the thought of breaking and joining a unit sounds nice, but that is for the weak, you must solo or you will quit, because you are to stubborn to join a unit. dont worry friend, i too was like you, and i can guide you out of this terrible stage. however, it is still a vital stage. you must undergo these seal clubbings, almost like a right of passage. your true test is if you can overcome them. at this point youve probably gotten so mad youve turned to google, and two years after the posting of this thread your finally finding this thread and the wisdom within it. USE IT.
7. download teamspeak, and get your factions ts info off the forums.
this is self explanatory. its one thing to solo, but you must realize that a mic and teamspeak are essential items for faction warfare, without them, you arent leaving the seal clubbing phase.
8.small group newb.
no one really knows you yet, your a new face on the teamspeaks. some will try helping you, but most leave you alone because they arent sure who you are or how you play. here, you need to build a reputation as a team player. be respectful of the people who take the time to educate you, and know that the more you listen and learn from them, and the more you show that you can follow directions and take orders ingame, the more people will be interested in inviting you to games. that is essential for the next part.
9. 11 man filler pug.
find some units on those teamspeaks who are inclusive of one or two pugs. you dont have to join their unit, but when they need a filler, you volunteer. you can learn a heck of a lot playing with them and watching their screens and builds after they die. here you will also want to listen in on people as they theory craft new builds. it, combined with meta mechs will help you to learn much more about the mechlab, which is a skill you need to learn by word of mouth, but is just as useful as learning to aim.
10, return to your pug roots, and try dropcalling.
youve learned alot now, so its time to return to pug solo que to practice dropcalling. the majority of these people are people who have yet to escape the seal clubbing stage. practicing dropcalling with them can help them and you both, and it gives you a place to practice were failure is expected anyways, so any attempt to get a win through outside the box thinking will be gladly accepted. keeping your spirits up here is essential, because your gonna have a lot of trial and error. return to step 9 whenever it starts to feel overwhelming, and use the teams you fill in for as examples of how to drop call effectively.
11. begin making pug groups with other "pro" solos
this is the last step. you understand dropcalling, and hopefully you have enough of a reputation that people actually enjoy dropping with you. here, you can start going around to different groups, and trying to unify them till you get a 12 man. its rough, but thats what being a solo is all about. at this point, youve reached about as high as you can go as a solo player. that isnt to say that bveing a solo player is very limiting. in the past 10 matches ive played, ive only lost 2, and that was against evil and awol.
it is very daunting, and alone you can never gin the infamy of a unit like kcom, or evil, but alone, you can potentially reach a level were facing 12 man unit isnt all that scary, because only the very best are able to beat you, and the conglomerate of other highly skilled solos and small groups that you play with. it is a unique playstyle, and deffinetly rougher and slightly less rewarding then the unit path, but your a stuborn pug, and thats what youve signed up for when you decided to go that route.
good luck, and stay positive solo's <0
1. download and install.
this is the last stop for the majority of your crazy ideas and fantasies. while this game has many amazing features, step two will slowly crush some of them.
2. academy.
you go through the academy, or tutorial, or whatever you want to call it. here you learn the very basics. if you've skipped this step, like i and many before us have, your gonna wanna go back and do it. and do all of it. after the basic tutorial go do every one of the additional practice things they offer.
3. first game
you gonna get curb stomped. you still probably move very shakily and unevenly. at this point your wanna look into adjusting your mouse settings, and watching various guides. molten metals daily dose got me through teir 4, so i would recommend him, but there are many out there you can watch who are also quite informative. if you run into the B33F's videos............... well..... just....dont try them at home, ok?
4. confidence builds
youve started to get decent at qp, youve moved out of teir 5 and into teir 4, and are starting to think you can handle fw. this is a dangerous thought. if you go in before your ready, your gonna have a bad time.
5. teir 3, or high teir 4 is achieved.
your confidence is through the roof. good for you, your ready to go into fw, because your finally set and elited out a large amount of mechs, or you think you have. buy some mech bays, and get more than just the four. id say 8-15 different mechs that you are comfortable with. if youve skipped the mechbuying parts, go back and do them
6. your first seal clubbing.
its brutal, but this stage is essential. youve probably already reached this stage, and your begging to get out of it. the thought of breaking and joining a unit sounds nice, but that is for the weak, you must solo or you will quit, because you are to stubborn to join a unit. dont worry friend, i too was like you, and i can guide you out of this terrible stage. however, it is still a vital stage. you must undergo these seal clubbings, almost like a right of passage. your true test is if you can overcome them. at this point youve probably gotten so mad youve turned to google, and two years after the posting of this thread your finally finding this thread and the wisdom within it. USE IT.
7. download teamspeak, and get your factions ts info off the forums.
this is self explanatory. its one thing to solo, but you must realize that a mic and teamspeak are essential items for faction warfare, without them, you arent leaving the seal clubbing phase.
8.small group newb.
no one really knows you yet, your a new face on the teamspeaks. some will try helping you, but most leave you alone because they arent sure who you are or how you play. here, you need to build a reputation as a team player. be respectful of the people who take the time to educate you, and know that the more you listen and learn from them, and the more you show that you can follow directions and take orders ingame, the more people will be interested in inviting you to games. that is essential for the next part.
9. 11 man filler pug.
find some units on those teamspeaks who are inclusive of one or two pugs. you dont have to join their unit, but when they need a filler, you volunteer. you can learn a heck of a lot playing with them and watching their screens and builds after they die. here you will also want to listen in on people as they theory craft new builds. it, combined with meta mechs will help you to learn much more about the mechlab, which is a skill you need to learn by word of mouth, but is just as useful as learning to aim.
10, return to your pug roots, and try dropcalling.
youve learned alot now, so its time to return to pug solo que to practice dropcalling. the majority of these people are people who have yet to escape the seal clubbing stage. practicing dropcalling with them can help them and you both, and it gives you a place to practice were failure is expected anyways, so any attempt to get a win through outside the box thinking will be gladly accepted. keeping your spirits up here is essential, because your gonna have a lot of trial and error. return to step 9 whenever it starts to feel overwhelming, and use the teams you fill in for as examples of how to drop call effectively.
11. begin making pug groups with other "pro" solos
this is the last step. you understand dropcalling, and hopefully you have enough of a reputation that people actually enjoy dropping with you. here, you can start going around to different groups, and trying to unify them till you get a 12 man. its rough, but thats what being a solo is all about. at this point, youve reached about as high as you can go as a solo player. that isnt to say that bveing a solo player is very limiting. in the past 10 matches ive played, ive only lost 2, and that was against evil and awol.
it is very daunting, and alone you can never gin the infamy of a unit like kcom, or evil, but alone, you can potentially reach a level were facing 12 man unit isnt all that scary, because only the very best are able to beat you, and the conglomerate of other highly skilled solos and small groups that you play with. it is a unique playstyle, and deffinetly rougher and slightly less rewarding then the unit path, but your a stuborn pug, and thats what youve signed up for when you decided to go that route.
good luck, and stay positive solo's <0
TLDR
Get to tier 3 in quick play, then find a group of people to drop with. Congrats you no longer are solo dropping. end guide.
Not much of a solo guide when the advice is drop in a group.
Edited by Malrock, 03 March 2017 - 09:37 AM.
#9
Posted 07 March 2017 - 05:13 AM
Not really sure why it matters. Unless, I guess, you're trying to improve the quality of the people playing FW. And that's the weak link in the thought process.
Try to envision FW the way PGI does. It's not "end game content" with competition between factions...it's the new tutorial to get them up to speed so they can compete in QP. I know, it sounds backwards, but it seems to be what FW has evolved to.
Try to envision FW the way PGI does. It's not "end game content" with competition between factions...it's the new tutorial to get them up to speed so they can compete in QP. I know, it sounds backwards, but it seems to be what FW has evolved to.
#10
Posted 07 March 2017 - 12:12 PM
New players need mechbays. For as long as mechbays are FP rewards and not QP/achievement rewards, you're going to keep getting new players in FP.
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