

Counter Play Against Ballistic Boats
#1
Posted 04 February 2024 - 06:51 PM
#2
Posted 04 February 2024 - 08:06 PM
Here are a couple of builds for countering the long range spam currently in most matches.
Lppc Spider. Ecm so you don't get instantly spotted when you take your shots. Enough JJ to get to the most common spots or poptart. 675m optimal so no need to get close and half damage at 1000m ish so taking pot shots at wallflowers has a bit of bite if you keep hitting them. 142kph so can relocate very fast.
sdr-5d
Skill tree: af715cd9d744c28460a49cdf5ef207420405a4588404a034a06676c000000
Hag30 Shadowcat. Same concept as the spider just more of everything. A bit slower overall but you do get masc so you can quickly relocate.
shc-b
Skill tree: aab4a5252029274110149cdf5ef207560617a57a9424a024a06676c000000
#3
Posted 04 February 2024 - 09:27 PM
#4
Posted 04 February 2024 - 09:29 PM
Heavy gauss mechs are really bad, all you need to do is push them with more DPS and twist their heavy gauss shot off (you can tell when they need to fire when they look at you a few seconds after firing the first shot) or you can just shoot them from 500m or more, you'll win your trades against them unless you have a skill issue.
HAG mechs are usually really hot, so try to get them in the open (like a push), or use a lot of movement to make their hag spread all over you from range. If you have decent range, you can probably beat them in trades if you shoot them first and then twist a lot, their volley fire will spread everywhere. If you have gauss ERLL, or are a erppc poptarter you will just obliterate them from long range if you play correctly.
#5
Posted 04 February 2024 - 10:29 PM
try to get rac boats into a trading battle. try to close distance with gauss and out dps. hags run hot so force the battle and try to cook em. exploit jammed up uac boats. massed machine guns, hgauss, and 20 class, try to keep distance, and try to crit out whatever component holds the big guns.
#6
Posted 04 February 2024 - 11:07 PM
Meep Meep, on 04 February 2024 - 08:06 PM, said:
Here are a couple of builds for countering the long range spam currently in most matches.
Lppc Spider. Ecm so you don't get instantly spotted when you take your shots. Enough JJ to get to the most common spots or poptart. 675m optimal so no need to get close and half damage at 1000m ish so taking pot shots at wallflowers has a bit of bite if you keep hitting them. 142kph so can relocate very fast.
sdr-5d
Skill tree: af715cd9d744c28460a49cdf5ef207420405a4588404a034a06676c000000
Hag30 Shadowcat. Same concept as the spider just more of everything. A bit slower overall but you do get masc so you can quickly relocate.
shc-b
Skill tree: aab4a5252029274110149cdf5ef207560617a57a9424a024a06676c000000
Thank you! I used your Spider build and I love it! I tweaked the skill tree a bit to suit my preferences, but overall it's a fun and fast mech to play that hits hard for its weight. I was able to reposition very fast and focus fire on enemy mechs engaged with my team mates. I'll try the Shadowcat build and see what I think of it. Thanks for the info!
#7
Posted 05 February 2024 - 05:45 AM
It's hard, it sucks, especially when you see that juicy opened-up orange or red component and you know one more shot could pull that component off. But you gotta get
#8
Posted 05 February 2024 - 07:15 AM
1453 R, on 05 February 2024 - 05:45 AM, said:
It's hard, it sucks, especially when you see that juicy opened-up orange or red component and you know one more shot could pull that component off. But you gotta get
Well if you want to do good in light mech like that you kinda have to work almost whole game, it has sustained DPS of only 3,1. if your heat meter is in zero you are doing it wrong IMO.
That mech is pretty fast and jumpy, it can take shots from 550m away (doing full damage) while flying sideways and not many players in whole game can land hits to that spider in that scenario with ballistics.
Edited by Curccu, 05 February 2024 - 07:17 AM.
#9
Posted 05 February 2024 - 08:38 AM
#10
Posted 05 February 2024 - 10:37 AM
In the end I just try to fire at enemies when they are occupied by other friendly mechs, or if not, when they aren't looking my way. If I'm running SRMs, and I have some effective mediums for that, I'll stick with the friendly assault mechs and attack targets of opportunity.
Of course being a team-based game, if your team melts quickly there's not a lot you can do but try to get in as much damage in as possible before you get whacked.
Good hunting,
CFC Conky
#11
Posted 05 February 2024 - 11:52 AM
#12
Posted 05 February 2024 - 02:08 PM
ThreeStooges, on 05 February 2024 - 11:52 AM, said:
Perhaps, but the OP says he prefers fast mediums and light mechs.
Good hunting,
CFC Conky
#13
Posted 06 February 2024 - 10:55 AM
#14
Posted 06 February 2024 - 05:36 PM
1453 R, on 05 February 2024 - 05:45 AM, said:
It's hard, it sucks, especially when you see that juicy opened-up orange or red component and you know one more shot could pull that component off. But you gotta get
This is the incorrect takeaway. Your initial feeling was correct: in a low-alpha light you should be constantly shooting to make up for your low damage output.
The consequences you're describing come from over-committing, either to a peeking spot or to a skirmish (depending on your build). You've got mobility, use it, not just to relocate but while engaging. Instead of re-peeking the same corner or hill three or four times work the area, pop out from a different place each time. If you're running a close-range skirmish build it's the same notion applied differently -- go in if you have an opportunity, but have an exit plan if you can't finish the kill without taking hits.
If you're in a location where you only have one option for where you're going to expose and shoot, it's not a good location for a light. If you're only using one option of multiple available to you, you're not doing it sensibly.
Patience is definitely important (moreso for skirmish lights than poptarts or peekers), but it's mostly the patience to not engage from a flank until a bit after the two teams have made contact. I see this one all the time, where a light pilot gets over-eager and is the first dorito the enemy team sees, usually resulting in getting squirreled by 4-5 people.
#15
Posted 06 February 2024 - 06:24 PM
Here are my thoughts, counter to ballistic assaults.
1. Light mechs with fast accel/decel. Both lasers and PPC are okay. Go in and out of cover. Minimize peeking at the same location. Kitfox is quite slow, avoid them.
2. Jump Jet lights / mediums. Again, minimize exposure time. The only way they will hit you is that you jump at the same location you previously jumped.
3. Weird hitbox mechs. ACs shoot inaccurately against these.
4. Never stop moving. Ballistics need lead to hit. If the enemy leads shots, they won't hit the same area due to convergence.
5. Stay in a group / call your teammates vs separated assaults. No explanation needed.
6. Determine the assault's effective range.
Assault with AC20s, move beyond 450m+.
Assaults with small ACs, alpha is low, safe to peek and contest.
Most dangerous ACs are 5s and 10s. Boated 5s are effective at long ranges, AC10 are great at medium ranges. Against them, pray for a bad shot then retaliate.
#16
Posted 08 February 2024 - 04:13 PM
LordNothing, on 04 February 2024 - 10:29 PM, said:
try to get rac boats into a trading battle. try to close distance with gauss and out dps. hags run hot so force the battle and try to cook em. exploit jammed up uac boats. massed machine guns, hgauss, and 20 class, try to keep distance, and try to crit out whatever component holds the big guns.
#17
Posted 09 February 2024 - 01:47 PM
#18
Posted 09 February 2024 - 02:18 PM
BarHaid, on 09 February 2024 - 01:47 PM, said:
limited value. any good ballistic boat will be firing from cover that they can easily reverse into should lurms come at them
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