ERescue, on 12 September 2018 - 03:21 AM, said:
@All: I know I am very, very low on the player scale, I am very, very close to the bottom of tier 5. Even so I really have to point out one really important thing. Taking down a Mech does NOT require huge amounts of damage. Since damage taken is not an available stat (@PGI: I really think this should be added, by the way!) I need to guess, but I suspect that I have at times lost all four of Mechs with less than 250 points taken, total, despite fielding two assaults.
Constructive criticism is appreciated, but I am generally fairly comfortable with my own play style.
The following is not exact, more of an example:
My typical drop deck consists of Pirate's Bane (or a Flea), Sleipnir, an Annihilator ANH-1E and a Hunchback HBK-4P(S).
I prefer to open with the PB (mostly because Clan side has apparently taken a liking for Piranha / Arctic Cheetah rush openers, which are literally poison to my other three Mechs). The other three USUALLY follow in the order: ANH-1E, HBK-4P(S) and finally the Sleipnir.
If things go really badly south, match tends to go something like this: PB (or Flea) takes a massive hit to the head area from an Artillery or Air strike. Then a random (Artemis enhanced) C-LRM (usually size 5) strike kills head (about 20 to 30 points total, despite the presence of both ECM and AMS). Annihilator is hit in the back by a Piranha, Arctic Cheetah or similar. (about 25 points punctures the 21 point rear armour of CT and criticals wreck engine and/or gyro). HBK-4P(S) takes about 115 points from direct fire salvos to RT and splashing CT (and RA, which is ripped off by the loss of RT) and is basically wrecked (I usually get off a shot or two from the LA and head mounted MLs before some more agile unit hits rear CT, finishing me, about 15 more points is enough for this). Sleipnir takes about 70 to 90 from pin point salvos focused on either LT or RT, Gauss rifle explodes, XL engine is wrecked and I am out of Mechs.
Luckily, not all games end go that badly, but the truth is that as far as I can quickly recall, I have never in my entire MWO career exceeded 763 (this number might be slightly off, but should be in the correct range) damage, total for the four (or sometimes less, I do not always lose all four). Even so, I think I have played at least two FW matches with 46+ assists.
As for MS... I think most of my best all time scores come from QP games with the Kit Foxes (I have modified several to carry triple AMS and a fairly hefty amounts of AMS ammo).
OK, some unsolicited advice that will (I think) help you do better in FP -
1) Always drop heaviest to lightest. Your first wave needs to be able to take out the enemy's first wave assaults, and clans do not often do light rushes. They might have 1-2 Piranhas, but heavies and assaults can handle them. You need to stay together, and if a light gets in close, the guy at the back turns to deal with it. Any assault mech can handle a Piranha, and if he face hugs so you can't, a teammate can easily shoot him off because he's stationary and not moving. You need to be heavy on wave 1 to punch through the Mad Cat II's and other big mechs the clanners might have, and the Pirates Bane doesn't have the firepower to do it. Unless your entire team is light rushing, stay in at least a heavy mech wave 1.
2) Mech selections - I'm personally not a fan of the ANH-1E, compared to the other Annihilators it is generally less useful. The best build I've seen for it is
this. I'm not sure how you're running it, but I'd consider swapping it for an Annihilator ANH-1A (2 heavy gauss), or an ANH-2A (various good builds). That said, it can do some work, its just harder to make useful, and generally will do less damage / kills than the other ANH variants.
What's your Sleipnir build looking like? It can run 2 heavy gauss, 4 UAC/5 (my favorite), or 4 LBX10 fairly well. Not sure which you're using, but posting a link to the build on Smurfy's could help see if there's an issue. It's a very good mech, so if there's a problem with the build it can be fixed. It should never be using an XL engine, and probably shouldn't be running a regular gauss rifle build, since the Warhammer can do dual gauss loadouts very well at 20 tons lighter. General rule of thumb, if you can do a loadout on a lighter mech, you take the lighter mech.
The HBK-4P, not sure how you're running it, but it can be done in a number of decent configurations, just be sure you have a bunch of either small pulse, medium pulse, or ER Mediums to work at whatever range you want. Don't mix laser types that have different ranges. You can do a Large Laser + ER Mediums, but don't do half small pulse and an ER Large laser.
The PB, I'd swap for a Commando, since the PB's are kind of fickle, and running 2-3 SRM4 on a Commando is much easier to rack up damage and kills with IMO. Commando's are much better in Light vs Light combat, which is what you'll be looking at mostly when you're at the final wave.
3) Think about what you're enemy is likely to do, and try to counter that. The "normal" FP guidelines are to take heaviest first, an work down. So the last wave will be a lot of lights and light mediums. So plan your last wave to counter them, either as a light mech that can fight other light mechs, or a medium / heavy that's well equipped at taking out light mechs. If you're a very good shot with Lasers or Gauss, you can use them against light mechs to devastating effect, but you have to be a good shot with them. First wave, make sure you're able to kill what you're most likely to see, which is clan heavies and assaults.
4) Don't get too comfortable with a single playstyle, and a single set of mechs. Be versatile, depending on the map and game mode. I'd take very different mechs / playstyles to HPG Manifold than I would do Rubelite Oasis. I'm not sure how many mech bays you have, but you should have mechs of all different types (eventually) to take to different maps. To properly be prepared to do FP, you should have a pretty wide selection of options you can take, in either brawling, trading, sniping, or missile configurations. Having only a single set of mechs to work with in FP. Consider what you're missing, and what you should buy next. I know the game is kind of low in players, but consider buying premium time to help get cbills faster, it makes a huge difference. I can make ~1 million in an average FP game, and it means I can get any mech I need pretty fast.
Make a more specific post in the FP sub forum if you have any more questions or anything. Magic Pain Glove has a decent IS Drop Deck guide posted in the IS FP sub forum, so check that out too.
Edited by Eisenhorne, 12 September 2018 - 06:12 AM.