

So How Exactly Does Hit And Run Work?
#21
Posted 01 April 2018 - 12:29 PM
#22
Posted 01 April 2018 - 01:23 PM
#23
Posted 01 April 2018 - 02:14 PM
Made it with my Hunchy 4P wit h6 er mediums. Equals 30 damage. ( plus some std mediums for good measure)
Do an alpha with AT LEAST 30 damage.
Get to cover without being hit and be in cover for at least 10 seconds. Repeat.
Achieved more naturally without much thought if you alredy are a sniper kind of pilot. More so if you are a medium range skirmisher.
#24
Posted 01 April 2018 - 04:26 PM
Alexander of Macedon, on 01 April 2018 - 12:29 PM, said:
This right here.
It seems to require a kind of potato play. Go deal damage on an enemy, and then totally disengage all enemies and hide for what will feel like an eternity to an aggressive player. Then it gives it to you. Sometimes.
#25
Posted 01 April 2018 - 04:33 PM
Too bad my team killed the enemy so fast I only got 6 H&R in that round.
#26
Posted 01 April 2018 - 06:03 PM
Tordin, on 01 April 2018 - 02:14 PM, said:
Made it with my Hunchy 4P wit h6 er mediums. Equals 30 damage. ( plus some std mediums for good measure)
Do an alpha with AT LEAST 30 damage.
Get to cover without being hit and be in cover for at least 10 seconds. Repeat.
Achieved more naturally without much thought if you alredy are a sniper kind of pilot. More so if you are a medium range skirmisher.
Don't think this is quite right. I was getting them in a SRM12 javelin, and can't get that much damage. I'd put an alpha into a mech, then run for it. It does take a while to register.
#27
Posted 02 April 2018 - 04:01 AM
Edited by Atomic Hamster, 02 April 2018 - 04:02 AM.
#28
Posted 02 April 2018 - 04:09 AM
I get hit and run 5+ nearly every match. It should be added that you can "stack" them. I pop out. Ambush, run away, repeat. I'll hit two or three guys then take off a couple kms. I'll suddenly get 2-3 hit and run rewards all at once, like it's delayed.
So I think you can hit a couple people before it expires.
#29
Posted 02 April 2018 - 04:25 AM
SuperMCDad, on 01 April 2018 - 06:03 PM, said:
Sure, might have been me misintrepenting this F&Q for the event *facepalm* I guess any damage is good as long as it gives over 10 points, where points I assume damage given to the target.
https://mwomercs.com...3542-corgi-faq/
He Attac
Detail: Earn 10 Hit and Run awards on the enemy
Note: A Hit and Run award is generated based off every engagement against an enemy 'Mech. Every point of damage dealt on an enemy counts for 1 point. However, every point of damage taken counts of -2 points. If the total damage taken during the engagement is greater than 15, the Hit and Run score is zeroed. If the score is greater than 10, the user gets a Hit and Run award!
Reward: Corgi 'Mech Special Standing Cockpit Item
BUT you have to at least take cover for 10 + seconds, that Im sure of.
Edited by Tordin, 02 April 2018 - 04:26 AM.
#30
Posted 02 April 2018 - 03:39 PM
Definetly need to disengage for long and to play very unconventionally. I got no mech that would be up on 80% heat with one alpha so I could naturally disengage to cool off. But it should't be too hard when you intentionally try to play for it.
#31
Posted 02 April 2018 - 05:44 PM
#32
Posted 02 April 2018 - 06:42 PM
Samial, on 02 April 2018 - 05:44 PM, said:
From my experimentation, it does not happen instantly. See my video in the OP for an example. It doesn't show until many seconds after an immediate hide.
Edited by Krivvan, 02 April 2018 - 06:42 PM.
#33
Posted 02 April 2018 - 11:11 PM
Krivvan, on 31 March 2018 - 08:19 PM, said:
Ok I think I got it, FupDup was right, it requires a strangely long period of disengagement before it registers, and any damage you continue to do afterwards ends up extending the timer up to a point where it doesn't register. It still ends up sort of rewarding bad play though since you don't get it when you keep up the hit and runs all game long without any pause, which is apparently what was happening to me when I reviewed the recorded games. It might also still require mutual targeting but I'm not sure about that.
From what I remember, deal damage without being targeted/ damaged, for 10 seconds
It's been years since the testing, however.
#34
Posted 03 April 2018 - 12:50 AM
Krivvan, on 31 March 2018 - 11:41 PM, said:
Look at this match for example:
I'm hitting mechs constantly without being hit back, but because there's no huge amount of downtime between each of my shots, I never end up getting a Hit and Run.
Contrast with this match, where I purposefully wait an insane amount of time between shots and I end up getting reliable Hit and Runs, but after the first 3, I never get one again:
My point is that an algorithm isn't smart, and it can't tell if you're actually doing "hit and run" or if you've just shot somebody indirectly. Drawing enemy aggro into the algorithm at least lets them quantify somewhat reliably that you are making risky in-and-out attacks on the enemy.
That being said, it still seems to have some issues in that regard because it took me several tries to get my last hit and run.
#35
Posted 03 April 2018 - 07:53 AM
#36
Posted 03 April 2018 - 09:25 AM
You shoot them, and then you run backwards.
I got three like that within a minute.
Once I'd run back about one grid square, I got the hit and run.
I only needed one, so after 3 I just tested out my 12 MG piranha...
#37
Posted 03 April 2018 - 10:31 AM
#38
Posted 03 April 2018 - 01:00 PM
Edited by Atomic Hamster, 03 April 2018 - 01:00 PM.
#39
Posted 06 April 2018 - 10:45 AM
Here's the thing: You have to get the distance; just ducking behind some cover won't make the nut.
I spent a lot of time alpha-striking fatties in a Wolfhound, then running like hell. Got my dashboard corgi. The things I'll do for free virtual stuff...
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