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When To Attack (With Videos)


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#1 Jyrox

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Posted 10 September 2018 - 06:57 AM

The timing of when to attack, and when not to attack is actually a highly important part of MWO.

The videos I post below show different attack timings.

The first video is of my Javelin.

It isn't until 4.5 minutes into the game it attacks anything.

This is because I was waiting for the heavier mechs to get into position.

This also meant they weren't stressed into joining combat because I'd run off ahead and started combat.

I've lost count how many times I've died trying to help team-mates.

In the end I got 2 solo kills and did more damage than my lance-mates combined.

This video is the slowest of the 3, but it illustrates my point, the next 2 are more hectic.



Actually I'll give you all a quick tip. SRM's on lights are good, because you don't have to keep the target. You can fire then evade. With lasers you have to keep the target, and that makes you vulnerable, more so.

The second video is of my Marauder.

In this video I use my map knowledge (snow bank on the left providing cover) and the fact the enemy has at an early stage over-extended to attack early. I like the way my team-mates back me up.



This early attack seems to have swung the battle.

Did you notice how the damage by the Marauder and the Javelin was about the same. In fact most mechs are capable of dong the 400-600 damage range. Spider 5V is not one of them by the way. HIghest damage I ever did was in a Cyclops 1350, wish I had a video of that.

Overall, it is okay not to be constantly attacking, but at times looking at the map or trying to flank.

However, don't leave the fighting to eveyone else. As they say, share the armour. If you're sitting back (LRM assaults take note) then someone else is getting torn to pieces. If you take some of the damage too, you should keep more guns in play, and that helps you win.

Anyway, here is a fun video of my Griffin running around and getting shot-up. With an XL engine it survived to 11%. Don't ask me how, see for yourself.



It also shows that it's worth learning how to turn in the air.

#2 Leone

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Posted 10 September 2018 - 07:15 AM

I'd actually hafta disagree with you on the light mech timing. Lights are great at stringing out the enemy by attacking early and drawing mechs away from the group, or slowing their march. Rather'n try for damage you should be trying to sculpt the combat and be a force multiplier.

Think of it this way, if you've two lights of distracting half the team, that means your team has a 10 v 6 numbers advantage, heavily swinging the match in your teams favour. I'm all for getting in some early hits to disturb enemy cohesion and set up an easier fight overall.

~Leone.

#3 Jyrox

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Posted 10 September 2018 - 07:18 AM

It isn't a hard and fast rule, there are times when doing that is the right thing to do, but this is new player help, and thus I feel it better to point out that they don't "have to attack" straight away.

Helps if new players get map knowledge and practice before doing the run-away and attack from behind.

#4 Judah Malganis

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Posted 10 September 2018 - 09:08 AM

I'm with Leone. Early light mech attacks should involve either swarming a lone mech or harrasment pokes to cause panic and break the formation or even get a disproportionate amount of enemies to go squirrel hungry. Most groups won't take advantage, though. But, yeah, lights also play very well in the mid to late game when mechs are banged up and distracted.

Great videos for sure. I think you showcase the importance of committing to damaged targets to get their guns off the battlefield. Based on the scores, some of the assaults in your video needs the lessons, seeing as some end the matches alive with less than 150 dmg..

Edited by Judah Malganis, 10 September 2018 - 09:19 AM.


#5 Jyrox

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Posted 10 September 2018 - 09:39 AM

I'm fairly amused by the comments, as I never said a light can't go behind enemy lines and attack, best in pairs minimum though.

No, the videos are about timing.

Even my 2nd Marauder attack, another 2 kills and my destruction was at the right time.

My Griffin video, which I was just playing around, had timing.

What new players lack...is a lot of timing.

In fact even veterans don't always get timing, especially when a situation calls for splitting in to two groups and enveloping the enemy.

Mind you, seeing alpha lance run off early behind enemy lines and all get destroyed is...erm, yes, I've seen that more than a few times. Then again on Polar Highlands I was with an alpha lance that shot straight off to the enemy base, split the enemy and won.

Lets face it, most new players in lights run off...a little advice in restraint is probably more helpful at that level.

#6 Tier5ForLife

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Posted 14 September 2018 - 03:39 AM

One thing I semi-learned from Heavy Cavalry was to wait until the enemy was worn down a little before you "attack". (I need to try to group with them( o7/Bacon) more often, I tend to just be quiet and listen. They will drop some pearls of wisdom)

I say semi-learned because I still have the bad habit of pushing ahead of everyone else (even with the slowest mech on the team) and often trying to go one on one with an assault who I find out has two friends with him.

As far as Lights are concerned, some advice I could give is buddy up. Honestly, I think everyone on the team should get a "battle buddy". One light is a problem, 2-3 of them working together is a wrecking ball. One of my favorite tricks is even on Assault is to only show one Light to the enemy. In other words, if you get to the back of them and you can step on the base, have only one mech get on it and the other two hides. I even power down. You can still see when powered down, and you can move to see from side to side. The enemy is watching the base go down and figures, there is only one light there. And then they find that they are being attacked by 3 of them. It is a good way to ambush whoever they send back.

#7 salkeee

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Posted 14 September 2018 - 04:08 AM

View PostLeone, on 10 September 2018 - 07:15 AM, said:

I'd actually hafta disagree with you on the light mech timing. Lights are great at stringing out the enemy by attacking early and drawing mechs away from the group, or slowing their march. Rather'n try for damage you should be trying to sculpt the combat and be a force multiplier.

Think of it this way, if you've two lights of distracting half the team, that means your team has a 10 v 6 numbers advantage, heavily swinging the match in your teams favour. I'm all for getting in some early hits to disturb enemy cohesion and set up an easier fight overall.

~Leone.


I agree and disagree with U.

I agree becouze tactic U talk about is doing wonders.

I disagree becouze Javelins are poor at doing that It can be done I did it its how I play but my commandos and spiders are by far superior to that playstyle,Javelins just dont last long,so skirimishing without taking too much atention is almost a must playstyle for Javelins it is why I dont Pilot em much.
Than again OP could have do more than just wait 4 minutes and call it timing.

And puting all lighs in same basket and playing tham same is a no no at least it doesnt work for me.

Edited by salkeee, 14 September 2018 - 04:30 AM.


#8 Tier5ForLife

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Posted 14 September 2018 - 05:26 AM

I just had a match where there I am in front with my KDK-3 and as I pass them, I notice our 4 lights standing still behind cover. I said hey little guys, how about getting up ahead. I'm in a KDK-3 and I'm ahead of everyone.

Someone said, "You are the assault, you are supposed to be in the front". I said I get that but not this early in the match. Suddenly our 4 lights (who stayed tight together) ran in front of me and went up the hill (this was the Bog)

And sure enough, they flush out a Piranha and scare him off. They stayed together and it was a good match.

One thing I've done with Lights before is taken the circle on Polar in Domination. And I mean we pushed the circle and won at least 4 Quickplays matches like that and amazingly, one CW match.

That is one of the things Lights can do. On a lot of maps you sort of know where you will meet the enemy. If you are in a fast Light and have 2-3 fast friends, you can hit the enemy before they expect you and totally throw them off their game.

The key to doing these things is sticking together(duh).

Edited by LikeUntoBuddha, 14 September 2018 - 06:57 PM.


#9 B L O O D W I T C H

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Posted 14 September 2018 - 05:28 AM

View PostLeone, on 10 September 2018 - 07:15 AM, said:

I'd actually hafta disagree with you on the light mech timing. Lights are great at stringing out the enemy by attacking early and drawing mechs away from the group, or slowing their march. Rather'n try for damage you should be trying to sculpt the combat and be a force multiplier.

Think of it this way, if you've two lights of distracting half the team, that means your team has a 10 v 6 numbers advantage, heavily swinging the match in your teams favour. I'm all for getting in some early hits to disturb enemy cohesion and set up an easier fight overall.

~Leone.


Or you end up 10 vs 12 because 2 lights had to suicide into the enemy at arround 1 minute into the game.





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