Jump to content

Pro Tip: The Enemy Team Won't Die Unless You Shoot At Them


47 replies to this topic

#41 Athom83

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Death Wish
  • The Death Wish
  • 2,529 posts
  • LocationTFS Aurora, 1000km up.

Posted 20 December 2018 - 04:46 PM

View PostDee Eight, on 20 December 2018 - 04:29 PM, said:

The full motto for the 80th Tank Division is "Do something, even if it is wrong." In other words... making a decision, even a wrong decision, is better than just sitting around not making any decision.

But what if my decision is to sit around and do nothing? Posted Image

#42 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 20 December 2018 - 04:57 PM

On a match yesterday with a six AC2 ANH-2A, my decision on mining collective assault mode was to NOT try and nascar after faster mechs into a circle around the center and instead just stopped on the ramp between C6 and D6 and suppressed the crap out of the enemy whenever they tried to make a break out from E4 going to E5. At one point a guy who died in a mad cat (one of only two losses our team took) bitched for me to do something... I had already killed the dire wolf that got him. By the end I had two more kills and a total of 1,547 damage. I did over 500 more than the other four assaults on our team combined, and more than twice as much as the next highest on our team (a Night Gyr at 759).

Less than an hour later, frozen city domination, 8 assaults, 2 heavies, 1 medium, 1 light per team. Same mech and I got exactly 1,000 damage. Problem was I was the only assault pilot who actually decided to stand in the open on the F7 slope, and just hosed any enemy who stuck his head out. We had the solitary light (ECM Flea) in the circle hiding and trying to stay there against 4 enemies including two assaults, the medium and a heavy. The other 10 hid in a tight ball together behind the buildings at E7 afraid to actually make any decision other than poking as only about six enemies flanked and killed them all while two were effectively doing the same as what i was doing, suppressing them all into hiding. Our team ended at 5 kills. The next highest damage on the team was a fafnir at 699, then a dire at 599, then the other 9 were 172 to 358 and the flea did more damage than an 80 ton assault mech.

#43 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 20 December 2018 - 05:03 PM

View PostAthom83, on 20 December 2018 - 04:46 PM, said:

But what if my decision is to sit around and do nothing? Posted Image


https://youtu.be/jwwr0QtfgOI?t=134

View Postthievingmagpi, on 20 December 2018 - 01:54 PM, said:

since Ash is in some weird backwoods place I can't find on a map, I never get to catch his stream.. wish I could


Try 2am to 5am EST, NA server. Then you can just drop the Solo queue and get matches with him like the rest of us.

Edited by Dee Eight, 20 December 2018 - 05:04 PM.


#44 Horseman

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 4,749 posts
  • LocationPoland

Posted 20 December 2018 - 06:01 PM

View PostAppogee, on 20 December 2018 - 06:30 AM, said:

MWO is all about consistent damage output over time and positioning. If you're not consistently firing your weapons at an enemy, or moving to a position where you can fire at the enemy, then you are probably causing your team to lose.
That point isn't quite complete, I think, without clarifying that the game is also about reducing the amount of enemy firepower on the field.

Again something experienced players know by heart and newbies / casuals may not quite get, but it's quite simple:
  • If you deal 200 damage against four fresh mechs, none of them will really notice and they will continue killin' yer guys and cappin' yer base.
  • #1 applies to any number of mechs larger than one
  • If you deal 200 damage against one fresh mech without focusing it on one or two components, he's still a threat
  • If you deal 200 nonlethal damage against one fresh mech without taking out his main weapons or killing him, he's still a threat
  • If you take out an enemy mech's main weapons or kill him, that is one less fighter / capper in the match.
  • If you take out an enemy mech quickly, he won't be able to deal as much damage against your team as he would do if you allowed him to get away.
  • If your team takes enough of enemy firepower off the board fast enough to gain a numbers / firepower advantage and continues to press said advantage, the match will snowball in your favor quickly
So focus your damn fire, stay on targets as long as you have them in sight, shoot to kill, and once the game is going in your favor don't let the enemy recover.


View PostJackal Noble, on 20 December 2018 - 08:17 AM, said:

My favorite is when get a dom match on polar highlands and someone laments how they are effectively short range. Even better a dual heavy gauss Fafnir saying he can only shoot under 270-80m.

ROFL.
For the uninitiated: Heavy Gauss has a 3x maximum range (rather than the 2x typical for many weapons) and as a result can be used at 500m with the same damage as normal Gauss .

Edited by Horseman, 20 December 2018 - 06:17 PM.


#45 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 20 December 2018 - 06:17 PM

View PostHorseman, on 20 December 2018 - 06:01 PM, said:

ROFL.
For the uninitiated: Heavy Gauss has a 3x maximum range (rather than the 2x typical for many weapons) and as a result can be used at 500m with the same damage as normal Gauss .


BUT MUH AMMO

#46 Vxheous

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2019 Gold Champ
  • CS 2019 Gold Champ
  • 3,831 posts
  • Location2 Time MWO World Champion

Posted 20 December 2018 - 06:36 PM

View PostHorseman, on 20 December 2018 - 06:01 PM, said:

For the uninitiated: Heavy Gauss has a 3x maximum range (rather than the 2x typical for many weapons) and as a result can be used at 500m with the same damage as normal Gauss .


It's actually slightly over 4x max range (max range of heavy gauss is 900m). At 500m, it's still doing more damage than regular gauss, it's somewhere around 600m that it falls off below regular gauss damage.

Edited by Vxheous, 20 December 2018 - 06:37 PM.


#47 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,967 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 20 December 2018 - 09:52 PM

View PostKiran Yagami, on 20 December 2018 - 11:59 AM, said:

You're rewarded for being alive at the end of a match.

No! There is zero reward for staying alive.

It is far more rewarding to do a ton of damage and die than to hide and merely stay alive.

In fact, the match before I wrote this thread, I was the first to die in a match ... and yet did top damage, and got the highest match score and payout, of anyone in the match on either team! That's because my entire team hid until the enemy team simply rolled over them.

Rewards 2.0 are shown here.

Edited by Appogee, 20 December 2018 - 09:52 PM.


#48 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,967 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 20 December 2018 - 09:56 PM

View PostHorseman, on 20 December 2018 - 06:01 PM, said:

That point isn't quite complete, I think, without clarifying that the game is also about reducing the amount of enemy firepower on the field.

You're right of course. For this thread I was trying to keep it really simple.

Ie. "shoot and keep shooting".

To use your example: if folks did serious damage to four Mechs it'd still be a major advance on what I'm seeing in many QP matches. Plus, an experienced player will be able to quickly kill those four damaged Mechs for the team.

Edited by Appogee, 20 December 2018 - 09:57 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users