Scouting
#1
Posted 03 December 2020 - 09:27 AM
I have given up running lights because it seems the paradigm is damage centered and I don't play lights to do damage.
Not expecting much here, not even sure why I am wasting my time posting...
#2
Posted 03 December 2020 - 10:54 AM
Usually, though, the scout will double as either a backstabber or sniper to make use of their mobility.
Just because you're playing a light and the game rewards damage does not mean you can't deal plenty in a nominally "scout" mech. Load double strikes against tightly grouped opponents and pick off isolated / damaged mechs. LRM boats are just free match score if you get in close and personal.
Edited by Horseman, 03 December 2020 - 10:56 AM.
#3
Posted 03 December 2020 - 10:40 PM
#4
Posted 04 December 2020 - 06:18 AM
A good Scout in MWO is one that provides information on enemy position, give a well placed UAV AND does 300-500 damage while securing multiple kills.
There's nothing like the adrenaline rush of playing a 8x HMG Piranha flanking the enemy team, assassinating the enemy's slowest Assault mech, get out, continue to late game, spamming the R button to find that vulnerable enemy, going in for a surgical strike, dodging enemy fire on the way out, and repeating the process until your team wins. But to each his own.
If you just want to sit on the side, relaying info, this is not the game for you, maybe try some mil-sim games.
Edited by ImperialKnight, 04 December 2020 - 06:23 AM.
#5
Posted 04 December 2020 - 10:12 AM
#6
Posted 07 December 2020 - 12:07 AM
#7
Posted 07 December 2020 - 12:26 PM
#8
Posted 07 December 2020 - 05:53 PM
ChromeDaedalus, on 03 December 2020 - 09:27 AM, said:
I have given up running lights because it seems the paradigm is damage centered and I don't play lights to do damage.
Not expecting much here, not even sure why I am wasting my time posting...
This is how you scout in MWO:
Step 1: be the first person on your team to key up VOIP and tell everybody where the enemies are.
... that's it.
You don't need to be a light mech, or even a fast mech. You can be a 50kph assault who just happened to be sitting on a ridge when the enemy comes into view while the lights in your team are busy sneaking around or whatever they think they want to do.
There is a little reward for being the first friendly to press 'R' on each enemy. So if you want a little kick you can rush up real fast and just micro-peek the enemy and press R to get a reward for each one in turn. You can also put up a UAV, but the UAV has to be in range to get a lot of enemies under it, it costs C-bills to use anyways, and it's best to put it up when and where the enemy is least likely to notice it or be able to shoot it down (ideally behind or directly above the enemy, or when they are mega distracted in a firefight). Tagging mechs early with your R key is an easy way for you to take unnecessary return damage, and finding a good time and place a UAV is a good way for you to waste your time when you could be shooting the enemy instead, so don't go out of your way to do these things except when good opportunities present themselves.
To get rewards in lights mechs, in this order:
1: win your games
2: deal more damage
3: collect miscellaneous rewards like staying with your lance and locking onto mechs
(4: use AMS. Note that light mechs often can't afford to both deal damage AND sacrifice tonnage for AMS.)
If you aren't playing lights to do damage, then you aren't playing lights, you're just playing the wrong game.
#9
Posted 19 December 2020 - 02:16 PM
Horseman, on 03 December 2020 - 10:54 AM, said:
Usually, though, the scout will double as either a backstabber or sniper to make use of their mobility.
Just because you're playing a light and the game rewards damage does not mean you can't deal plenty in a nominally "scout" mech. Load double strikes against tightly grouped opponents and pick off isolated / damaged mechs. LRM boats are just free match score if you get in close and personal.
How do I know which lurms are safe to engage? I'm not familiar with the weapon systems, so not sure if stuff has a minimum range etc.
#10
Posted 20 December 2020 - 01:48 AM
#11
Posted 20 December 2020 - 02:10 AM
#12
Posted 20 December 2020 - 07:37 PM
#13
Posted 21 December 2020 - 03:37 AM
TheCaptainJZ, on 20 December 2020 - 07:37 PM, said:
The exception to this is of course if you are in a group. If you are a NARC raven and your group includes 2 awesomes and a trebuchet, you suddenly turn from dead weight into the most valuable mech in the team.
But this is absolutely not a good idea if you are dropping solo.
#14
Posted 21 December 2020 - 03:57 AM
Sunshinetrooper, on 19 December 2020 - 02:16 PM, said:
1. Press "R" to scan enemy 'Mechs.
2. LRMs have 180m minimum range. Inner Sphere LRMs deal no damage within this range, Clan LRMs do only a small damage within 180m. ATMs have 120m minimum range.
#15
Posted 23 December 2020 - 07:40 AM
martian, on 21 December 2020 - 03:57 AM, said:
2. LRMs have 180m minimum range. Inner Sphere LRMs deal no damage within this range, Clan LRMs do only a small damage within 180m. ATMs have 120m minimum range.
And you can also tell which is which by the visual pattern of the salvos. IS LRMs fire in clumps, Clan LRMs in streams, ATMs fire far fewer missiles.
Edited by Horseman, 23 December 2020 - 07:40 AM.
#16
Posted 05 January 2021 - 10:30 AM
#17
Posted 07 January 2021 - 05:59 PM
Scouts can make a lot of money and damage a game if played accurately.
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