What's One Tip You Would Give Someone
#21
Posted 03 July 2020 - 05:29 AM
Based on the advice above about keeping a distance theme, I replaced the ac5 with an additional er large laser, and then added 4 er med lasers for when things get a little closer then I'd like. Added two clan heatsinks and some extra ammo for my LRM's. Main goal for the build is to stay back and drop missile support.
#22
Posted 03 July 2020 - 07:30 AM
#23
Posted 03 July 2020 - 08:14 AM
I'm going to join up with a fun Merc squad and really start working on my game.
Any of you guys do the Solaris Arenas? Are the fun, will new players just get murderalated.
#24
Posted 03 July 2020 - 09:30 AM
Reavers, on 03 July 2020 - 08:14 AM, said:
Quote
If you're there to pew pew with giant robots? You'll probably get stomped a lot, the mode is fairly cut-throat.
If you're there with the aim to become the deadliest son of a ***** on the field? Welcome to your happy place.
Quote
The good news is that you can go over the leaderboards, check the builds used by top rankers (there's enough information that you can work out the rest of the build with relative ease), then either copy what works or improvise something along similar lines from what you have. After that it's down to learning the ins and outs of arena brawling (which, admittedly ARE useful for general MWO gameplay)
#25
Posted 03 July 2020 - 03:00 PM
https://mech.nav-alp...3c9685d6_AS7-KR
https://kitlaan.gitl...00000#s=Weapons
Word of warning: this build is NOT viable for quickplay. It's entire reason to exist is to smash your opponent in 1v1 and survive long enough to blow up your enemy before you cook yourself with excess heat. I'm not entirely convinced whether to stay 4ML+AC20 (more consistent DPS) or switch to 3ML+UAC20 (higher burst, higher average DPS, but UAC spreads its' damage across three shells and if it jams then you're down a weapon for next six seconds - which might as well be eternity), possibly something to test in the next season
Edited by Horseman, 03 July 2020 - 03:08 PM.
#26
Posted 11 July 2020 - 10:22 AM
Bonus tip: turn down your mouse sensitivity. Most people swing too far back and forth because their mouses are too sensitive.
#27
Posted 15 July 2020 - 05:32 PM
Assaults mechs are pretty scary with their armor and firepower. But they can be slow and that makes the window for correcting your errors much much much smaller. For speedier mechs, you can easily reposition if you've over extended or disengaged when the battle is no longer in your favour. Plus, its easier to explore the map when you have speed.
GLHF
#28
Posted 16 July 2020 - 11:44 AM
#29
Posted 16 July 2020 - 12:42 PM
The longer you live the more things you can do.
If you can do 50 damage a minute in 10 minutes it will be 500 damage.
If you dead in first minute
You only make 50 damage.
Another is careful with your aim.
Every time you miss you create heat and give away your position for no gain.
Learning to hit what you aim at can mean you kill that opponent in 2 shots instead of 5 shots.
#30
Posted 16 July 2020 - 10:46 PM
OZHomerOZ, on 16 July 2020 - 12:42 PM, said:
The longer you live the more things you can do.
If you can do 50 damage a minute in 10 minutes it will be 500 damage.
Keeping your paintjob intact isn't the aim here, what is is maximizing the length of time over which your mech continues to contribute towards your team's efforts.
#31
Posted 05 August 2020 - 08:32 AM
Is it the players fault their paint is as new, Or the opponents fault?
Just wondering?
Also I feel the aim is to hit and not be hit ideally.
But I understand that team mates mess up, maybe can't aim very far guid, bad at trading etc so some times you got to cover their buts with your own.
But only for the WIN, no other reason is good.
Edited by OZHomerOZ, 05 August 2020 - 08:37 AM.
#32
Posted 15 August 2020 - 01:37 PM
It makes driving and shooting much easier, even if all your weapons are in torso.
#33
Posted 16 August 2020 - 02:38 AM
Yoho, on 15 August 2020 - 01:37 PM, said:
It makes driving and shooting much easier, even if all your weapons are in torso.
Takes some adjustment to learn, certainly, but it's VERY, VERY useful. You'll also want to change the Arm Lock button to Arm Lock Toggle (you tap the button to lock/release the arms until you tap it again, no hold required).
Countless battles have been lost because the last mechs did not unlock their arms and lost a brawl that way.
#34
Posted 16 August 2020 - 12:01 PM
Horseman, on 16 August 2020 - 02:38 AM, said:
Not at all, if you have ever flied in Warthunder. The only thing that cringes me about it is that camera rotation is attached to the torso, and therefore blocked by torso angles, and therefore, arms' control reticle can go way too far from the center of the screen and stay there (and you have to search for it).
#35
Posted 17 August 2020 - 08:50 AM
Yoho, on 16 August 2020 - 12:01 PM, said:
For casuals who only ran "normal" FPSes before (COD, BF etc) it does. Had one who quit MWO because he couldn't adjust to it.
Edited by Horseman, 17 August 2020 - 08:51 AM.
#36
Posted 17 August 2020 - 02:56 PM
Yoho, on 16 August 2020 - 12:01 PM, said:
Use Free look to see the arm reticle which go way too far from the center of the screen and stay there.
Ultra Pro (ton) Tactic
Some of the top players use this technique in Dragon mechs with triple AC2 in the arm for mega dead side damage reduction.
#37
Posted 20 August 2020 - 09:06 AM
#38
Posted 20 August 2020 - 01:26 PM
Ignatius Audene, on 20 August 2020 - 09:06 AM, said:
It's not only about about the freedom to move and aim arms separatelty. It's also about the comfort of torso control. When your arms are locked, camera and torso react differently to the same mouse movememnt.
#39
Posted 20 August 2020 - 08:21 PM
Yoho, on 20 August 2020 - 01:26 PM, said:
It's not only about about the freedom to move and aim arms separatelty. It's also about the comfort of torso control. When your arms are locked, camera and torso react differently to the same mouse movememnt.
Exactly. That's why I almost always run with arms unlocked. Accuracy be damned.
#40
Posted 17 September 2020 - 05:59 PM
1 thing on LRMs: direct fire them.
Not always, but seriously do not stay in the back and try to keep a lock on. Time is being spent for that lock you could be using to help the team. So move with the Lance and shoot what they see. Frankly, you don't even a lock on: keep your reticle on the target and just shoot. Sure, the spread will be wider, but time is essential.
Otherwise, experience Light Mech players will hunt you down or you'll be one of the last Mechs standing with little to show for it.
For my part, do I LRM? No. Have I? Yes, because I wanted to experience what it's about. It's a lazy weapon overall, but has it's place, yet I'll gladly 'Press R' for those who prefer using it. I found more value as a direct fire weapon, thus this opinion.
YMMV ^^
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