To be honest, the first topics I want to cover is the Skill Tree discussion. But seeing as how there are like 10 thousand threads about it already (and the rampant hypocrisy of how people no longer getting screwed from the last compensation idea is now telling people that are getting screwed now to "accept it" because they want a tree. lame, right?)
So all I'm going to say to that is... whatever.
/end rant
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This is Advance Combat Tactics. Continuing my first thread discussing high level player:
https://mwomercs.com...player-and-you/
I like to continue discussing the minute details and specifics in a coming series that will all start with "Advance Combat Tactics"
Before we get started, this is from theb33f's stream today:
Now, there are a myriad of things we can learn. But specifically, I want to fast forward to around the 2 minute mark where theb33f meets the ASN that almost killed him.
He let him go.
And here and lies one of the fundamental difference separating good pilots from a GREAT pilot. Never fight alone.
Now, don't get me wrong, if you have an absolute advantage (for example, brawl range vs long range weapon) or forced into a 1v1 situation, then I guess you have no choice but to reduce the number. But I want to discuss the core tenet in that, you never want to fight fair.
Assuming both pilots opposing are equally good, 130 damage thrown out is usually 130 damage returned. However, when you double your number, it's still 130 damage throw out, but now, it's only 65 damages returned, and potentially split in half. Meaning, doubling your number is making a combat 4x more effective in your favor.
Now, theb33f could have chased down the ASN in that scenario, and VERY possibly kill him. But he chose to disengage in a fair fight and instead let the numbers do the work for him. Though I can't find reference on this, but I'm fairly sure that I read before that the most successful German Ace Erich Hartman (either him or the Red Baron Richtofen) has a combat doctrine of never fighting unless they have an advantage in numbers.
A lot of veterans play this game, and you can easily ask them about the United States general rule of engagement. You don't WANT to fight unless you have an absolute advantage, which is a far outcry from movie depiction of a one man or small squad killing like 500 guys. In fact, it's typically 500 guys required to kill 10 guys.
Too often, pilots want to roleplay themselves as a matador or as a duelist. But that's just not an effective way to fight. One, you don't know what skill your opponent really is, and second, you are not applying the force multiplier as I discussed earlier.
Early game, because lights and mediums are generally fastest, so often time you see lights chasing down one another and try to duke it out at the very beginning. Applying the principle, that's a terrible fight. For starter, never fight alone. Second, you don't have as much time as you think before reinforcement arrives. Missiles have a range of 1km. While by itself, missiles are damn easy to deal with. But to have to fight 6 small pulse laser WHILE dealing with missiles? Completely different story.
And too often, games are won or lost in the beginning because of an overzealous light wanting to duel. The fact is, unless you are Krivvin or someone of that caliber, a less than 20 second window is not enough for you to engage successfully. (and I doubt someone the skill level of Krivvin is going to run and fight solo in the beginning of the match and expand himself) Instead, early game should just be a focus on map control, not a showcase of some heroic honor of dueling solo.
Remember, your 6 small pulse lasers against 12 fresh mechs is suicide. But they are downright deadly toward the late game with beat up mechs. I never fear a fresh assault toward the end of the match as opposed to a 70-80% light.
The core tenet of fighting can also be applied to two other situations.
One, during mid/late game contests, this is why it's crucial to synchronize your action with your teammate. If 3 people out of 6 are not poking, then you solo poking for 40 damages is probably a bad idea as 6 people on the other side is each waiting with 40 damages of their own. 40 for 240 returned, never a good thing. Don't chase down. Don't get battle blindness. Sync and focus attack for that force multiplier is a lot more advantageous.
Two, this is why a solo "flank" is so hard to pull off. If you can time it correctly, then you are technically not "solo-ing" as you are timing your flank attack in coordination with the main front push. While it's never bad to open up new angles of attack, a solo "flank" is highly dangerous if you are not disciplined. Too many heavies/assaults are lost this way because they expose themselves too early. When you are by yourself, you are subjecting to the same force multiplier, except... on you.
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I hoped you enjoyed this week's discussion on advance combat tactics. More to come in the future!
Edited by razenWing, 28 April 2017 - 02:43 PM.