chucklesMuch, on 04 May 2017 - 03:33 AM, said:
Drop deck tonnage (don't even remember what they have changed too)
Recommended drop decks for the different factions (any key differences from quick play for mech building)
How to set up drop decks and tips
Does 'looking for group' help with FP, if so how to use
Main VoIP servers hubs etc
Number of mercs etc signed up per facton (I assume even numbers make drops quicker... don't want to sign up for ghost drops )
stuff I don't know that I don't know
Dropdeck tonnage - 245 for Clans, 265 for IS
Recommended dropdecks - What ever you're comfortable with, depending on map you drop on. Have a long range and brawl dropdeck ready, or mix and match.. Nobody in this game can tell you what to bring other than yourself. Unlike previous Tukayyid event, even Trial mechs are viable, because now, trial mechs are meta champion mechs.
How to set up dropdecks and tips - Click on "Menage dropdecks". Select 4 mechs from those available to you or from Trial mechs. Follow tonnage restrictions. Usually, one of each weight class will be ok, but you can mix and match all you want. 3 heavies and a light is possible, or 2 lights and 2 assaults and many other combinations.
LFG - does help a little with finding a group, if you're not in a unit. Give it a shot. What's the worst that can happen? Also, if you come across a group of less than 12, let them know you wanna join. They will often ask you to get into the LFG so they can pick you up.
Main VoIP servers hubs etc - Units advertise on the Faction Play section of the forums. Their TS server addresses are often public. Also, ask players in-game if you could join their unit or group up with their unit.
Number of mercs etc signed up per facton - don't really know what to tell you here.. I guess you can check the leaderboards to see what faction population numbers are, and what units are in which faction..
stuff I don't know that I don't know - Choose your faction contracts carefully. If you're a loyalist, you can break a contract but there's a severe penalty. If you're a mercenary, you CANNOT break a contract, you can only DISBAND your unit, but even then, you still have to wait for release from contract, which lasts the full contract length..
Also, here are some other tips people might find useful concerning Faction Play and the Siege game mode:
1) Shooting the big door will do nothing. To open the door, you have to shoot the generators behind the doors. (I've seen people shoot the door itself, it's hilarious and kinda sad really)
2) On most Siege maps, opening the door creates a bottleneck. DO NOT walk in and then stop, you will block other people trying to get in. Instead, KEEP MOVING until you reach cover inside, or as part of a called push.
3) To win, you have to destroy the Omega cannon. To do this, you first have to open the door by destroying its generator. Then you have to destroy the three O-gens. Then you have to destroy omega.
4) To destroy an O-Gen, you have to shoot through the small window on one of it's side, usually facing the big cannon. Shooting ANYWHERE else does NO DAMAGE.
5) To destroy the big Omega cannon, you have to shoot the generator at it's back, after the 3 o-gens have been destroyed. Shooting the cannon itself does NOTHING. Shooting it before the o-gens are down does NOTHING.
6) Faction play has no influence on PSR, and when it comes to match making, PSR does not count for FP. So T5's will drop agains a 12-man premade of T1's. This is normal. Accept the stomp and move on.
7) After your mech has been destroyed, it is extremely foolish to just rush in back through the gate alone, and trickle in one by one. You will get picked off quickly. (Unless otherwise commanded by someone drop-calling). Group up with your team and organize.
8) Modes other than Siege work similar to their QP counterparts, but only to a degree. Different numbers are involved, and are played with a greater degree of tactics. Skirmish in QP is NOT played like Skirmish in FP. Embrace this.
9) Always encourage communication with your team. In FW, especially for events like Tukayyid, WINNING is what matters. Not cbills, kills, or matchscore. (those will rack up regardless with enough play time). Strategize. A good distraction, flank or push can mean the difference between winning and loosing in a big way.
10) After the gate's generator in siege mode has been destroyed, that gate's turrets are dead. I've actually seen a guy in a battlemaster overheat shooting a dead turret. It was sad..
11) It is possible to LOSE cbills from playing Faction Play. If you use both consumables on all four of your mechs, and have them auto-refill, this will cost you 40000 cbills per consumable. 40000 x 2 / mech x 4 mechs = 320.000 cbills. On a loss, you will not get the contract bonus of faction play bonus cbills, If you don't do well in the match, you will not gain 320K cbills, so you will actually LOSE money.
12) If you do about 250 damage per mech, or 1000 damage in total, have lots of kill assists and win the match, it is possible you will win 800.000+ cbills in a match. If you have premium time, 1 million cbills for a FP match is not uncommon.
13) Doing less than 1000 damage in a FP match classifies you as a noob for some people. Tryhards will judge you. Normal people will not.
14) Never forget that this is all just a game. Have fun.
Edited by Vellron2005, 04 May 2017 - 04:26 AM.