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Assault Cowardice


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#101 Celegun

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Posted 29 January 2023 - 03:45 AM

It is all about communication and adapting to the team. If there is no objective, check what your assaults are doing. If you see them hanging back, do not be shy to stay back until later in the game. If you see one daring, follow it and enjoy its " tanking" while it lasts. I am as annoyed with lights while playing assault as I can be with assaults while playing lights, but to get the best is to know their play and make the best out of it. So often I called a push over voice chat as an assault just to be the only one going in, no one following, and then die for nothing. Or as an assault, seeing lights go drop uav out of LRM range from the team and die, or lights / fast mechs who think they can solo the entire enemy team at the beginning of the game and die. How many skirmish will we have to see of fast mechs rushing to the middle for no apparent reason to leave assaults at the back to fall victim to a coordinated group of lights... They do tanking then, its all they can do, and people waste it.

#102 Brizna

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Posted 29 January 2023 - 01:32 PM

In my opinion the mechs that can survive the highest value of damage directed at them are lights, of course provided the enemy misses. But assault mechs are made of butter in MWO, walk out into the open just at the wrong time and with your bulky shape and snail's speed you are history.

There used to be a time when brawler assaults worked, that time was finished by power creep a long time ago, nowadays assaults are either mid range or snipers, plus some daredevils that ride the waves of of fortune in PUGland looking for that perfect moment when your brawling assault mech gets the right map and your team doesn't ruin your game, not easy since most assault brawling plans involve waiting in hiding where you expect the enemy to come later to ambush them, but hoping that your team exercises patience instead of yoloing ahead... well sometimes happens.

#103 JediPanther

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Posted 29 January 2023 - 04:00 PM

When you decide to go passive aggressive and join the herd.
Posted Image

#104 Void Angel

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Posted 29 January 2023 - 04:05 PM

View PostRondoe, on 28 January 2023 - 10:43 AM, said:

Yes I know, screenshot/video or it didn't happen.


That only applies to bragging rights. What I'm saying is that you need testing to determine precisely what happened, and with what reliability.

#105 Void Angel

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Posted 29 January 2023 - 04:14 PM

View PostJediPanther, on 29 January 2023 - 04:00 PM, said:

When you decide to go passive aggressive and join the herd.
Posted Image


You're dead to me.

#106 Novakaine

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Posted 30 January 2023 - 11:19 AM

This why I like to run heavy/assualt lurm mechs
Lasers and lurms from the frontline.
If ya gonna die first die with style!
4HP for life!Posted Image

#107 JediPanther

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Posted 30 January 2023 - 11:43 AM

View PostVoid Angel, on 29 January 2023 - 04:14 PM, said:

You're dead to me.


Exactly how I feel when ever I see the snv-a,nct or cptl-a1. At least the A1 can get its own locks. The other two are just free kills. Lrm 5 and half ton ammo all you need to be a lrm boat. not much you can do with a mere 400m build in the land of 2025m and 1850m er ll except hide beside the snv-a and shoot at some thing close to it.

#108 Void Angel

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Posted 30 January 2023 - 04:06 PM

Eh, I've done good, vicious work with midrange 'mechs, depending on what other people do and bring. If my team brings snipar gunz and settles in to exchange desultory gunfire, you sometimes have to hide, but that's not the usual thing - normally there's a mix of various builds and you can get people to maneuver against the enemy.

But it goes in spurts; some nights, I can't get a win to save my life, even if my PSR goes up at the end of the debacle. Others, things go well - there's so many confounding variables that it's not uncommon to see the stars align for or against and interact with my mental state to produce streaks.

Sometimes, I just have get down with the sickness and settle in to snipe; other times, I can get in some good matches with my Locust 1V or play a brawling Assault. It just kind of depends, generally (though big, slow Assault brawling does feel a bit uphill.)

#109 foamyesque

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Posted 30 January 2023 - 07:25 PM

View PostJediPanther, on 30 January 2023 - 11:43 AM, said:

Exactly how I feel when ever I see the snv-a,nct or cptl-a1. At least the A1 can get its own locks. The other two are just free kills. Lrm 5 and half ton ammo all you need to be a lrm boat. not much you can do with a mere 400m build in the land of 2025m and 1850m er ll except hide beside the snv-a and shoot at some thing close to it.


The A1 is a SRM36 machine these days. Not really great news for you. The NCT-B is almost always basically straight LRMs, though. Sometimes I see people put HMLs in but it's never really enough to make a difference.

The C1 Catty is pretty close to the perfect LRM machine in my books -- low profile (relatively), useful throw weight, salvo instead of stream, jump-capable, reasonably fast ground speed, and with quad ERMLs you can do reasonable direct-fire work while you're waiting on a lock. And you're not committing a gigantic pile of your team's tonnage to it.

Timby also makes a good platform; you can slot in a couple of cLRM15s and a moderate amount of ammo, load up six cERML or cMPLs to taste, and have ECM on top of that. And even JJs if you're willing to skimp on cooling or a gun.

Too many people think the way to make an LRM machine better is just adding more tubes. Makes me sad.

#110 JediPanther

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Posted 30 January 2023 - 07:46 PM

View Postfoamyesque, on 30 January 2023 - 07:25 PM, said:

The A1 is a SRM36 machine these days. Not really great news for you. The NCT-B is almost always basically straight LRMs, though. Sometimes I see people put HMLs in but it's never really enough to make a difference.

The C1 Catty is pretty close to the perfect LRM machine in my books -- low profile (relatively), useful throw weight, salvo instead of stream, jump-capable, reasonably fast ground speed, and with quad ERMLs you can do reasonable direct-fire work while you're waiting on a lock. And you're not committing a gigantic pile of your team's tonnage to it.

Timby also makes a good platform; you can slot in a couple of cLRM15s and a moderate amount of ammo, load up six cERML or cMPLs to taste, and have ECM on top of that. And even JJs if you're willing to skimp on cooling or a gun.

Too many people think the way to make an LRM machine better is just adding more tubes. Makes me sad.


The srm cat is an old build even in closed beta days. A 36 wham is still good and the cats minus the k2/jester all work great with lrm/srm combos. One of my favorite timbys is the quad missile one. Named "Alpine" outfitted with lrm 10x4 and 4 mls along with the normal skill tree I use for almost every lrm boat it was king of H 10 or H 13. Still a good build that I mirror it on the cptl-bb and cptl c-4.

I still run the upgraded classic C1 build from time to time. Constantly finding myself switching out the 4th ml for tag depending on how much ecm is out and time of day. Many a light have found that I can break their leg thinking that build is easy kill. The smarter lights run away.

I really need to update the image in my signature since the C2 and BB were added. I've master them and just haven't bothered to update the image. I'd have to check but I think my lowest Cat is at 181,000 xp including the 91 nodes.

#111 foamyesque

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Posted 30 January 2023 - 08:32 PM

View PostJediPanther, on 30 January 2023 - 07:46 PM, said:

The srm cat is an old build even in closed beta days.


I'm sure, but the quirk pass that gave it no ghost heat for firing 'em all means if I see an A1, that's what I expect it to be rocking.

There's weirdos out there who run a pile of LRM5s or whatever, but that's a waste of the platform and its quirks IMO.

View PostJediPanther, on 30 January 2023 - 07:46 PM, said:

I still run the upgraded classic C1 build from time to time. Constantly finding myself switching out the 4th ml for tag depending on how much ecm is out and time of day.



I stick to quad ERMLs, but run a BAP to push my sensor envelope out to ridiculous levels and punch though modest amounts of ECM. And if there's too much, well, there's always dumbfire. Caught more than one person napping at 1100m thinking ECM and distance made them immune :)

Don't like engaging at that distance, though, it's ammo-inefficient. Much more effective to poptart and shoot people inside of 450m.

#112 Void Angel

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Posted 30 January 2023 - 09:50 PM

There are a surprising number of 'mechs that perform better when you ignore the obvious quirked builds - but yeah, I'd expect a quirked splatapult to run splat.

#113 foamyesque

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Posted 30 January 2023 - 11:05 PM

View PostVoid Angel, on 30 January 2023 - 09:50 PM, said:

There are a surprising number of 'mechs that perform better when you ignore the obvious quirked builds - but yeah, I'd expect a quirked splatapult to run splat.


Depends, yeah. Sometimes quirks are to patch a weak hardpoint count or geo, but sometimes they're just synergistic with the mech. And the A1 has gotten the latter.

I mean you can do other missile builds with it, but its one of the premier platforms for SRMsplat on the Sphere side, and you can do other missile loadouts with other mechs that can't do the mass SRMs.





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