Savage Wolf, on 09 May 2017 - 07:57 AM, said:
So far I've not seen much advice on how to handle the range advantage on the map. Are there pathways I haven't seen to avoid sniper fire or somehow force them out of their camping positions?
You're trying to drive a nail in with a screwdriver. Why make your life more difficult than it has to be when there's already a tool that's better suited for the job?
What you're missing about FW is that team mech choice is extremely important. FW isn't solo play. You can't just take whatever builds you feel like and expect them to work out. Half the pug matches I play are already lost in the mechlab. You should be tailoring your dropdeck to the map if you are playing FW. If you are solo dropping you should always take a ranged deck on Boreal (basically all maps) that you can out trade the other side with. You simply can't push in a brawler mech by yourself effectively and you have no idea what your team will run. Battlemasers and Grasshopper are good choices for this type of strat.
If you have a larger group or a pug team that can't win the long range fight then refer to my post on the first page (there's also a decent video here:
https://vimeo.com/168907207). Once you get inside the left gate you have a pretty clear line up to the base. If the enemy team gets close enough to get shots on you then they are close enough for you to return fire. Don't push on the ridge unless they are close, just blow away any mechs that are bold enough to try and peek. A short/mid range group can't stall on this left side or they will get picked apart. What I see losing most matches are bad builds and people that are afraid to push up.
There aren't any "secrets" to FW. The most important factor in > 90% of all FW games is the individual skill of the pilots involved. You need to know how to move properly, how to reposition, how to use cover, how to know where a good spot to trade from is, how to know when to push or when to fall back. It's only in a slim few close matches that strategy plays a role. MWO is always about winning trades, whether they are long range or short range.
While clans definitely have an advantage in the current meta, it's not a big as you might think. What makes the biggest difference in pug match is that it's harder to build a bad clan mech. You can build some terrible IS mechs, but most of the clan mechs are pretty decent. If you're running a group you should be running the same (or very close) dropdecks. Cohesiveness is probably the best thing I can recommend if you are playing in a group of middling players. If you want to win more, buy the best IS meta mechs and play them.
The reason people tell you to get on Teamspeak is because you can't learn cohesive movement and trading from reading about it on the forums. You actually need to practice it in game to get a feel for it. It's far faster and more efficient to show someone in game with a group than to try and argue with them on the forums. You can also see what a player is doing wrong if you drop with them in game.
The Shortbus, on 09 May 2017 - 08:54 AM, said:
P.s: Clan lights can field 2 ERPPCs ? Gimme that light ! I WANTS IT ! NOW !
Uh, Adder?