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Faction Play Guide


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#1 Yondu Udonta

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Posted 11 May 2020 - 12:39 PM

Yes I am an optimist. Hopefully this guide will help anyone who want to set aside their ego/stock loadouts for proper loadouts.

https://docs.google....t#gid=467264833

Recently updated with a cookie-cutter deck for pilots who want to try out Faction Play with minimal mechs.

Edited by Yondu Udonta, 11 May 2020 - 12:41 PM.


#2 John Bronco

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Posted 11 May 2020 - 01:21 PM

You might want to mention how the qp maps are usually played much rangier than in qp (Grim being the biggest difference).

#3 Swamp Ass MkII

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Posted 11 May 2020 - 08:27 PM

Tried a dew of these here loadouts, though, only in QP... I can't seem to get the damage needed, say for example on either the MCII-B, or the BAS-1, 2, or Prime(s). I guess, sniping isn't my thing... What I do like to do is use ranged to keep them under cover, till I am able to close the gap, and open up with all the fun stuff... Example, MAD-II-SC with UAC-10's, and SRM-6's. Same loadout of the MCII-2 with the addition of JJ's.

Is there something I am missing? I did put all the points I had leftover into the Weapons skill tree, to include Velocity 4, Range All but 1, Cooldown and Heat Split pretty even. I keep 2 Arty's and a UAV, yeah, the UAV is skilled 2 points, even a glimps can tell a tale. All Armor, and Zoom...

Or is it, I just suck... :P

It could also be play style... I am a brawler, and love it... Though it would be better on IS, I don't own, nor intend to own any... I also favore manueverabilty over slow lumbersome mechs. lol..

Something that I did do, is drop rear armor to 10... I guess I still have that fear of getting shot in the back, mostly by team mates, but, also the fact I get into the poop! lol....I have noticed that my suvivability has gone up...

Thoughts?

#4 Ignatius Audene

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Posted 11 May 2020 - 10:22 PM

Nice update. Wouldn't the warhammer 6r better put ams ammo in the head? The one ton of uac10 is sooner gone than 1 ton ams.

I would add for vitric, esp clans can have a much easier time if they send some mechs over the walls. Same defenders should ignore at own risk. So IS are strongly suggested to build a few specialised mechs for this map (allows easier early gate defend as well).

On the long range deck I would swap the xp blr 1g in favour of a tc 5 Erlarge LE or 6 ERLarge bigger tc standard engine.
Starter will have problem with the xl and I am sick of IS Hodors "u can't trade with clan at range...."

Edited by Ignatius Audene, 11 May 2020 - 10:25 PM.


#5 Ssamout

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Posted 11 May 2020 - 10:38 PM

View PostSwamp *** MkII, on 11 May 2020 - 08:27 PM, said:

Tried a dew of these here loadouts, though, only in QP... I can't seem to get the damage needed, say for example on either the

Is there something I am missing?

Or is it, I just suck... Posted Image

It could also be play style... I am a brawler, and love it... Though it would be better on IS, I don't own, nor intend to own any... I also favore manueverabilty over slow lumbersome mechs. lol..

Thoughts?

You could suck, or you tried FW builds in QP that plays differently, you might be missing something or that you have mindlocked yourself into one playstyle.

#6 Yondu Udonta

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Posted 13 May 2020 - 10:06 PM

View PostGweNTLeR, on 11 May 2020 - 12:46 PM, said:

Thx for writing this!
Why not copy contents here? At least the guide part.


Too wordy gwent.

View PostBlaizerP, on 11 May 2020 - 01:21 PM, said:

You might want to mention how the qp maps are usually played much rangier than in qp (Grim being the biggest difference).


Might do a QP guide soon, idk.

View PostSwamp *** MkII, on 11 May 2020 - 08:27 PM, said:

It could also be play style... I am a brawler, and love it... Though it would be better on IS, I don't own, nor intend to own any... I also favore manueverabilty over slow lumbersome mechs. lol..

Thoughts?


IS has more maneuverable brawlers compared to Clans hands-down.

View PostIgnatius Audene, on 11 May 2020 - 10:22 PM, said:

Nice update. Wouldn't the warhammer 6r better put ams ammo in the head? The one ton of uac10 is sooner gone than 1 ton ams.

I would add for vitric, esp clans can have a much easier time if they send some mechs over the walls. Same defenders should ignore at own risk. So IS are strongly suggested to build a few specialised mechs for this map (allows easier early gate defend as well).

On the long range deck I would swap the xp blr 1g in favour of a tc 5 Erlarge LE or 6 ERLarge bigger tc standard engine.
Starter will have problem with the xl and I am sick of IS Hodors "u can't trade with clan at range...."


Fixed the ammo allocation.

Yep agree but this starter decks is for people who have little FP mechs and is the minimal requirements to perform well in most maps. They can branch out into other mechs that suit the map more when they can afford it.

Yep mentioned the swapping of lasers and engine type in the IS recommended mechs.

#7 Paul Meyers DEST

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Posted 14 May 2020 - 01:47 AM

Good Job Yondu.

#8 B0oN

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Posted 14 May 2020 - 11:44 AM

View PostPaul Meyers DEST, on 14 May 2020 - 01:47 AM, said:

Good Job Yondu.

Normal Yondu things ^^

"Arigato, Sensei !" from me as well, Yondu, ye olde ravager ;)

#9 Sjorpha

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Posted 18 May 2020 - 12:10 PM

Great work.





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