Tip Of The Light Hat.
#41
Posted 06 April 2017 - 06:39 AM
1. Don't stop*
2. Lock your target*
3. Don't stop*
4. Shoot them in the back
5. Don't stop*
6. Protect your assaults
7. Don't stop*
8. Never fight fair
9. Did I mention don't stop?
*1. Don't stop - except when you should!
*2. Lock your target - almost all the time!
Learn the maneuverability of your mech and do your best not to get yourself into a spot you can't get out of. You can get lucky running through the enemy - or they can get a lucky one-shot on your leg and you die. But if you are completely behind the enemy, you can shoot them in the back and if they turn around you can run away.
Shoot them in the back! If they don't die, and don't turn around... do it again! They'll usually be dead by then.
If you see another light that has stopped and hasn't looked at you... LEG IT, even if you have to stop, unless you are badly exposed to someone else. Once legged, you can kill it if it's not fighting back well, or leave it for someone with more firepower.
DO NOT FIGHT FAIR. Wait for them to engage with your team before shooting them in the back. They are less likely to notice that they got shot in the back and lost all their rear armor if they are getting damage from the front at the same time. The more of your team they are engaged with, the better.
If they are not looking at you, they cannot be shooting you.
#42
Posted 06 April 2017 - 07:00 AM
JigglyMoobs, on 06 April 2017 - 03:48 AM, said:
Not only do these micro pauses (stops) allow the pilot to aim and keep the lasers on target better it also makes it a harder target in contradiction to common believe. The constant moving at about the same speed is actually quite predictable and easier to lead then a target that rocks back and forth, briefly stops and starts accelerating - variation in speed makes you less predictable. Also, not to forget, the brief stops or pauses allow you to check your seismic sensor and helps setting up another ambush or evade targets.
I do not stick to the "never stop" rule, actually i often stop to observe and stalk my targets. It just matters where and when you stop...
#43
Posted 06 April 2017 - 10:29 AM
B3R3ND, on 06 April 2017 - 07:00 AM, said:
Not only do these micro pauses (stops) allow the pilot to aim and keep the lasers on target better it also makes it a harder target in contradiction to common believe. The constant moving at about the same speed is actually quite predictable and easier to lead then a target that rocks back and forth, briefly stops and starts accelerating - variation in speed makes you less predictable. Also, not to forget, the brief stops or pauses allow you to check your seismic sensor and helps setting up another ambush or evade targets.
I do not stick to the "never stop" rule, actually i often stop to observe and stalk my targets. It just matters where and when you stop...
Exactly. Especially after the rescale, light mechs can no longer rely on moving and dodging to avoid getting shot. You need to stop in hiding spots to gather Intel.
Also, there's another technical reason to stop when shooting: PGI's server is going at about 20 ticks per second or something like that. Unless you stop or enter a predictable trajectory, or have ultra low ping, THE SERVER WILL NOT REGISTER YOUR SHOT CORRECTLY. So even if you could aim very well at a component while moving unpredictably, you still won't get the payoff.
#44
Posted 06 April 2017 - 03:40 PM
1. Be inconsistent. This comes primarily from my Ravens and Locusts. Don't just keep moving, keep moving erratically. Wiggle your legs side to side as you run, and keep jerking your torso around. It works wonders to throw off ranging and lead time, and also helps spread damage if you do get tagged.
2. Predict predictions. If you're playing with some big slow 'mech, weaving around bits of cover, think about where they're likely to guess that you'll approach from next time, based on where you went into cover. Then take a path that will give you a shot on them and leave them looking the wrong way. Fights like this, most of your deaths will come from the enemy correctly guessing which path you'll take. Don't make it easy.
3. If you can't assassinate, go for leg shots. This is specifically for 'mechs that run SPLs. I picked it up mostly for my LCT-PB and 1E, but it also works well for arctic cheaters. If they're not already open, you're not going to be able to kill with a backstab unless they're an ultra potato. You can open it up and come back later, but if you intend to get stuck in it's better to go for leg shots.
Why? Because you're going to be circling them. If you shoot at a torso you're only going to have an occasional shot at your hole, and you're going to spread damage a lot. If you go for the legs you can shoot them from any angle without spreading damage. In addition, many builds skimp on leg armor and/or store ammo in the legs. If you take one leg, you can **** off and leave them for later while still effectively removing them from the fight. It's also easier on you since the Locust is so small that you have to look way up to shoot the torso of an assault from close range, which makes you more prone to running into small obstacles.
This is also better from a team-play perspective. Teammates can shoot damaged legs from the front, an open back does nothing if their front armor is fresh.
4. Be mindful of the positioning of third parties. If you're fighting a lone enemy with a teammate, always try to stay on the opposite side from your buddy. Force the enemy to focus on one of you. If you're the one targeted, concentrate on dodging while your friend does damage. If you're fighting multiple enemies (particularly in a small, fast light like the Locust), try to single out your target and keep other enemies on the far side of them/cover whenever possible. The Locust is great for inciting friendly fire incidents. Enemy assaults also make for great LRM shields.
5. Wolf-pack whenever possible. If you're traveling with other fast buddies you can absolutely destroy the usual lone idiots that overextend, regardless of whether they're a light or an assault.
6. Abuse ghetto ECM. In a big brawl, when enemies are tunneled on your assaults, grow a pair and go in. Either they ignore you and you get to rack up a bunch of damage, or they squirrel on you and stop trying to take your team's big guns out of the fight.
7. With longer-ranged lights, abuse your mobility and never poke the same spot twice. Why pop up from the same position when you can be at a position 25m away by the time your weapons have cycled? This is one of the best way to get safe, favorable trades with medium-long range lights.
8. If you have good hardpoints, abuse the **** out of them. This one comes from my Ravens, not many lights are as good as those for poking. You can literally only show a tiny little corner when diagonal corner-poking thanks to those delicious ear mounts.
9. SPLas > MLas. If you're running medium lasers on a light, you're almost certainly farming useless damage. If you're running small pulses, you're murdering people in cold blood. This one was really driven home for me when I spent some time doing Locust v. Locust duels with MLas against SPLas, the small pulses are far and away better tools for dueling other lights, and also tend to concentrate damage better when you're making those frantic close-range shots.
Edited by Alexander of Macedon, 06 April 2017 - 03:41 PM.
#45
Posted 06 April 2017 - 05:49 PM
That said, I will often have at one medium on my lights, just to have a tiny bit of short-medium range power.
#46
Posted 06 April 2017 - 07:34 PM
Basically, laser lights should trend towards extremes. Either you're running ERLLas/LPLas or you're running SPLas/SLas (though I really wouldn't bother boating IS SLas unless you want to troll; clam ones are okay).
#47
Posted 08 April 2017 - 06:09 AM
#48
Posted 08 April 2017 - 06:41 AM
#49
Posted 08 April 2017 - 08:49 AM
Frederick Steiner A F, on 08 April 2017 - 06:41 AM, said:
I have only seen that with the radar deprivation module equiped, and then I am pretty sure the chirp and flash are triggered by breaking a lock, a year or more ago I did some testing in private matches, so I am confidant of this, but it is possible it could have changed since I tested it.
#50
Posted 08 April 2017 - 02:09 PM
If you don't have radar deep equipped on a non ECM mech, you should do it, NOW!
#51
Posted 08 April 2017 - 02:33 PM
JigglyMoobs, on 08 April 2017 - 02:09 PM, said:
If you don't have radar deep equipped on a non ECM mech, you should do it, NOW!
I tried radar deprivation and it did not change anything for me, I own 3 (I am pretty sure 2 came with preorders) and none of them are equiped to Mechs.
Radar Deprivation is useful if you frequently have problems with missiles, but I learned to handle them more than a year before that module was put in the game, so it is of little use to me, I am not saying it is bad just that Target Info Gathering, 360 target retention, target decay and capture accelerator are more useful to me.
#52
Posted 08 April 2017 - 07:26 PM
Rogue Jedi, on 08 April 2017 - 02:33 PM, said:
I tried radar deprivation and it did not change anything for me, I own 3 (I am pretty sure 2 came with preorders) and none of them are equiped to Mechs.
Radar Deprivation is useful if you frequently have problems with missiles, but I learned to handle them more than a year before that module was put in the game, so it is of little use to me, I am not saying it is bad just that Target Info Gathering, 360 target retention, target decay and capture accelerator are more useful to me.
What kind of mechs do you run?
#53
Posted 09 April 2017 - 12:54 AM
JigglyMoobs, on 08 April 2017 - 07:26 PM, said:
I prefer the faster Mechs, in the last year the WHM-BW (max engine, BAP, CC and TIG for near instant target info, 2 LPL 2 MPL, 4 MG) has been by far my most played Mech with close to half my drops, Mechs I keep returning to include 3 varients of the Spider, the VPR-M, Cicada -3M and -X5, the JR7-D(F) and JR7-IIC(O), FS9-E, the GRF-3M, Marauder, COM-TDK, MAD, TBR, MDD, SCR.
at the time RD launched I was spending most of my time in the Spider, Ember and Griffin 3M
#54
Posted 09 April 2017 - 01:37 AM
Rogue Jedi, on 09 April 2017 - 12:54 AM, said:
at the time RD launched I was spending most of my time in the Spider, Ember and Griffin 3M
Radar derp should still benefit you on variants of those mechs that do not have ecm. They allow you to be much more aggressive against lrm equipped teams and better conceal your own position.
#55
Posted 09 April 2017 - 01:43 AM
Would be nice to get a explenation from the devs on the exact functionality of the different sensor and target aquisition tools a mech has.
#56
Posted 09 April 2017 - 01:55 AM
JigglyMoobs, on 09 April 2017 - 01:37 AM, said:
if it works for you and other people (and it must otherwise it would not be that popular) that is great, but I did not find it to be useful, I am not saying it is bad just that for me it is not one of the more useful modules.
my prefered playstyle is close up and agressive, and I just have not found RD to be very useful 19 games out of 20, so I would rather use something which is useful in those other 19 games.
#57
Posted 09 April 2017 - 05:03 AM
#58
Posted 09 April 2017 - 05:14 AM
Yumoshiri, on 09 April 2017 - 05:03 AM, said:
Who said that? It's absurd. ISMLs are still a very good gun for lights and CERMLs can be useful (and provide great training in keeping beams on target).
#59
Posted 09 April 2017 - 07:14 AM
Frederick Steiner A F, on 08 April 2017 - 06:41 AM, said:
Rogue Jedi, on 08 April 2017 - 08:49 AM, said:
I appreciate all the information and the community's willingness
To share knowledge. But .. and this is an issue for PGI ..
This issue is an example of why for a new player it's so bewildering that there is no official documentation or explanation for so many features of the game. I think PGI ought t provide .. or if it must sell ... an authoritative electronic frequently updated game manual detailing all the rules and features of the game that players currently have to reverse engineer or are otherwise not obvious. There are some basic things that I am just learning from forums after several months in the game (e.g. That the radar deprivation module sends signals to the pilot, and you can put extra heat sinks in some Engines above 250 and thus save critical spots). I know there is some fun involved in figuring it out but it should not be so time consuming to do so and there should be clear right answers. PGI -- please try this! Thanks.
#60
Posted 09 April 2017 - 10:28 AM
TercieI, on 09 April 2017 - 05:14 AM, said:
If you're looking to farm damage instead of contribute, maybe. The only IS build I can think of that's justified in taking MLas instead of SPLas would be a NARC support light or something like a Raven 2X that's going to boat a LLas/MLas mix. MLas spreads your damage more and puts your DPS in the gutter while also dumpstering your heat efficiency. If you're boating MLas on an IS light, I can all but guarantee you're hiding in second line, spraying minor damage all over someone once or twice, then sitting in cover while you wait to cool down.
As I said before, cMLas is different and mixes well with their cSPLas as an alternative to cSLas, but they also run hot enough that boating them on a clam light would be stupid.
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