Murphy's Rules of MWO
#1
Posted 14 August 2012 - 06:28 PM
1) The odds of a team mate being AFK is directly proportional to his tonnage.
2) "Friendly Fire" isn't.
3) If the enemy is in range, SO ARE YOU! (LRM boats take note)
4) You are not invulnerable (Atlases take double note).
5) Nothing is as annoying as an enemy Jenner behind you.
6) No plan survives contact with the enemy.
7) Audaces fortuna juvat (Fortune favors the bold).
7a)So does LRM and Atlas targeting.
8) Anything you can do might get you killed. This includes doing nothing.
9) If it's stupid but it works, it ain't stupid.
10)Professional soldiers are predictable but the world is full of amateurs.
Any others?
#2
Posted 14 August 2012 - 06:31 PM
#3
Posted 14 August 2012 - 07:16 PM
If it caught your eye, the enemy will notice it too.
#4
Posted 14 August 2012 - 07:29 PM
#5
Posted 14 August 2012 - 09:13 PM
#6
Posted 14 August 2012 - 09:26 PM
#7
Posted 14 August 2012 - 09:29 PM
If a Hunchback seems to hunt you... He proberbly do (Atlas take note again)
#8
Posted 14 August 2012 - 09:33 PM
The number of obstacles your mech can hide behind is inversely proportional to the amount of firepower being thrown at it.
Just when you think you have a powerful mech, your enemy has an even more powerful one.
And the next line behind friendly fire isn't should read...
Dead mechs are....
Remember "Murphy was an optimist..."
Edited by Deathspore, 14 August 2012 - 09:40 PM.
#9
Posted 14 August 2012 - 11:22 PM
If you are the last man standing with an Atlas, the enemy is capping your base.
If you are the last man standing with a Jenner, the enemy is going to simply run to their base and wait for you.
#10
Posted 14 August 2012 - 11:37 PM
#11
Posted 14 August 2012 - 11:38 PM
#12
Posted 14 August 2012 - 11:40 PM
Learn from the mistakes of others. You won't live long enough to make them all yourself.
Good judgement comes from experience but experience comes from bad judgement.
#13
Posted 14 August 2012 - 11:48 PM
#14
Posted 15 August 2012 - 03:08 AM
Shipwack, on 14 August 2012 - 06:28 PM, said:
Corollary: At least half of your team will be in Atlases.
Shipwack, on 14 August 2012 - 06:28 PM, said:
If enemy IS NOT in range, you probably still are.
Shipwack, on 14 August 2012 - 06:28 PM, said:
As well as plan's author.
Shipwack, on 14 August 2012 - 06:28 PM, said:
And with full accordance with main Murpy's law: "Anything that can go wrong, will go wrong"
#15
Posted 15 August 2012 - 05:15 AM
Long range Missiles - Aren't
Jump Jets - Won't
When in doubt, alpha strike.
Heat Vision doesn't work in a hot environment.
Jenners are naturally attracted to the legs of Assault Mechs. While it may be possible to ward off this event some of the time, it cannot, despite the best efforts of the pilot, always be prevented. It's just what they do.
It is a bad thing to run out of armour, structure and ideas all at the same time.
My favourite - "Teamwork is essential; it gives the enemy other people to shoot at."
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