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Psa Is Scouting


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#1 Dru The Blue

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Posted 23 March 2018 - 02:25 PM

These general principles have always seemed to be common knowledge among the Clan Scouts and somehow become "Lost Tech" among the Inner Sphere. If you are new to scouting or the game I get it but please consider these factors when dropping 4v4 faction play over the course of the event.

1. Do not afk at the start of the match

2. Bring max tonnage

3. AMS matters in the scout meta (also bolsters match score)

4. Priority targets are legs (right then left) followed by rear torsos

5. Communicate on voip / use the command wheel

#2 Clydewinder

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Posted 23 March 2018 - 05:17 PM

meh, i'm done with it. clan light mechs with 70+ alpha strikes and hitboxless stormcrows make it not fun.

#3 K O Z A K

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Posted 23 March 2018 - 05:31 PM

View PostClydewinder, on 23 March 2018 - 05:17 PM, said:

meh, i'm done with it. clan light mechs with 70+ alpha strikes and hitboxless stormcrows make it not fun.


there's clan light mechs with 70+ alpha strikes? pls do share

#4 Clydewinder

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Posted 23 March 2018 - 06:00 PM

no argument on the hitboxless stormcrows? i am disappointed

i dont even run clan mechs and was able to build a jenner iic and ach both with at least 70 alpha in smurfy in seconds. didnt even mess around much beyond that. expand tonnage to 40 and you can also do 72 on acw with tons & weapons to spare - max armor and clan xl280. keep adding more light mechs with more hardpoints than IS 100 ton assaults plz

not sure which IS mech even comes close to that - most struggle with half of that alpha, and that's running a fragile XL - of course there is no way to balance against half-weight missiles/free artemis and clan xl engines anyway which is why the game overall is a gigantic quirk abortion. there never has been ANY balance since clan introduction, it's just been a constant teeter totter between more-and-more hardpoint-encrusted clan mechs on the field, countered by the PGI IS quirk farm, fertilized by ********. the piranha is just the latest stupid-bomb dropped on the game - coming soon, to balance out 12-MG clan mechs, we will see a MG nerf, rendering them useless on anything with less than 12 ballistic hardpoints. and so it goes....

#5 Xiphias

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Posted 23 March 2018 - 06:04 PM

View PostHazeclaw, on 23 March 2018 - 05:31 PM, said:

there's clan light mechs with 70+ alpha strikes? pls do share

It's not really good anymore, but you can do it: https://mwo.smurfy-n...f1df04dbea79412

Really a non issue.

#6 Champion of Khorne Lord of Blood

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Posted 23 March 2018 - 07:30 PM

>72 damage sandblast from Jenner IIC competes with ~50 damage Bushwacker quad ASRM6 cluster of doom.


What's with alpha being the only number IS guys who call Clans OP care about. How damage is actually placed matters way more than the number. This is why things like LRMs aren't meta, its why dual ERPPCs has a huge place in the meta, its why 50 PPFLD from dual gauss+dual ERPPC or dual heavy gauss is a monster, its why IS lasers are competitive with clan lasers, also applies to IS ballistics and missiles vs clan ones.

#7 C H E E K I E Z

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Posted 24 March 2018 - 07:31 AM

Your complaining about Stormcrow hitboxes when the Buschwacker is out there? Lol.

#8 Nightbird

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Posted 24 March 2018 - 08:59 AM

Solo dropped 10 IS scouting matches last night for probation, won 8 lost 2. Clan OP...

#9 Exilyth

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Posted 24 March 2018 - 03:02 PM

View PostHazeclaw, on 23 March 2018 - 05:31 PM, said:

there's clan light mechs with 70+ alpha strikes? pls do share


Cougar (e.g. COU-E w/COU-C right arm and COU-PRIME/-D left arm)
2x HLL: 18 + 18 = 36
6x ER-ML: 6x 7 = 42
sum: 78

Could go with COU-H head, exchanging one ER-ML for ECM resulting in a 71 dmg alpha.
Bring heatsinks.

TL;DR: many clan lights with 7 or more energy hardpoints can do >70.

Edited by Exilyth, 24 March 2018 - 03:03 PM.


#10 K O Z A K

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Posted 24 March 2018 - 03:19 PM

View PostExilyth, on 24 March 2018 - 03:02 PM, said:


Cougar (e.g. COU-E w/COU-C right arm and COU-PRIME/-D left arm)
2x HLL: 18 + 18 = 36
6x ER-ML: 6x 7 = 42
sum: 78

Could go with COU-H head, exchanging one ER-ML for ECM resulting in a 71 dmg alpha.
Bring heatsinks.

TL;DR: many clan lights with 7 or more energy hardpoints can do >70.


yup, that's scouting meta right there, 81kph light with a 70 alpha it can shoot once every 5 minutes

clam OP

#11 Exilyth

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Posted 24 March 2018 - 03:58 PM

Most effective IS mechs I saw in scouting have been Bushwackers and Griffins with A-SRM.

Least effective has been any Blackjack - they just die very fast.

View PostHazeclaw, on 24 March 2018 - 03:19 PM, said:

81kph light with a 70 alpha it can shoot once every 5 minutes


>70 alpha on a clan light as requested - nothing more, nothing less, warranty void if enemy twists damage.

#12 Akillius

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Posted 24 March 2018 - 07:48 PM

View PostDru The Blue, on 23 March 2018 - 02:25 PM, said:

These general principles have always seemed to be common knowledge among the Clan Scouts and somehow become "Lost Tech" among the Inner Sphere. If you are new to scouting or the game I get it but please consider these factors when dropping 4v4 faction play over the course of the event.

1. Do not afk at the start of the match

2. Bring max tonnage

3. AMS matters in the scout meta (also bolsters match score)

4. Priority targets are legs (right then left) followed by rear torsos

5. Communicate on voip / use the command wheel



Actually your rules are in wrong order
#1 if you are scouting solo and have voip...
Call targets!!!

Don't bother to finally use your mic after 3 of 4 team mates go down to grump, you'll get blocked and reported.
Because that only proves your a bigger part of the problem and just some lazy whining idiot with voip which you didn't use it when you should have at the start.

And for those salty trolls who will argue against what I wrote (cause there's always 1 lazy whining idiot) the time to "help" team mates is at the start of match, not after the match is over and most have all logged off or fiddling with blocking and reporting you for being a harassing grump. Call targets at start or don't talk at all.

#13 C H E E K I E Z

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Posted 24 March 2018 - 09:17 PM

View PostExilyth, on 24 March 2018 - 03:02 PM, said:


Cougar (e.g. COU-E w/COU-C right arm and COU-PRIME/-D left arm)
2x HLL: 18 + 18 = 36
6x ER-ML: 6x 7 = 42
sum: 78

Could go with COU-H head, exchanging one ER-ML for ECM resulting in a 71 dmg alpha.
Bring heatsinks.

TL;DR: many clan lights with 7 or more energy hardpoints can do >70.


Your Move, Is op. 80pt alpha in a light.

Posted Image

Edited by C H E E K I E Z, 24 March 2018 - 09:20 PM.


#14 Marquis De Lafayette

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Posted 24 March 2018 - 09:32 PM

View PostC H E E K I E Z, on 24 March 2018 - 09:17 PM, said:


Your Move, Is op. 80pt alpha in a light.

Posted Image


You forgot to put the light-Ferro on there...lol

#15 K O Z A K

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Posted 24 March 2018 - 09:49 PM

lets face it, this is the ultimate is scouting op tech: https://imgur.com/a/j5wu8

#16 TWIAFU

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Posted 25 March 2018 - 03:24 AM

View PostClydewinder, on 23 March 2018 - 05:17 PM, said:

meh, i'm done with it. clan light mechs with 70+ alpha strikes and hitboxless stormcrows make it not fun.


It is not QP with only four mechs per side.

Quit playing it as solo QP with three others.

Minimal use of teamwork and you too can deny the enemy 50 match score over and over. Real mini game is to see how low you can make their score.

Going to see about making it so they can not make double digits.

Real humiliation comes when you do it in all Urbies.





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