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Tactics 101

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#61 Discordantone

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Posted 19 October 2012 - 12:35 PM

Now we just need a section for the Commando and we're done for now... Anyone good with a commando care to offer up a profile?

#62 Discordantone

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Posted 19 October 2012 - 12:53 PM

******, I just realized we still need a profile for the Centurion too... I'm -decent- with a centurion, but that's the best that can be said... I'm a heavy/assault player for the most part, or a TAG scout, not much else... so if anyone else would care to profile the centurion it would be great...

Still in need: Centurion and Commando.

#63 Discordantone

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Posted 19 October 2012 - 03:49 PM

Okay, found a guy who plays commando's almost exclusively to do the commando write up (I hope, his knowledge is amazing)...

Just need someone who is a Centurion Master to write up a Centurion Profile... you can use the Template that Nicholai seems to have started as a trend :) Just copy it and write in the various points. I'm... decent with my centurion setups, but I invariably build them as a mix between a brawler and a suicidal TAG runner. (example: the one I am getting the xp to hit Master with right now runs dual ER PPCs in a chain fire, and a TAG, the rest is pure heatsinks... I strip their core armor and then run away while tagging to let the LRMs clean up... not the most efficient, but it works lol... need something a tad more efficient.)

If anyone sees any corrections that need to be made to any topic, or wish to add something, just let me know.

Edited by Discordantone, 19 October 2012 - 03:52 PM.


#64 stjobe

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Posted 19 October 2012 - 04:35 PM

A small guide to a small 'mech: The Commando

Class: Light
Role: Striker or Scout

Strength: Your speed and your small size are your greatest assets; depending on variant you can also pack a rather nasty 50-point alpha strike...

Weakness: You're the smallest thing on the battlefield until the Flea arrives. You can't pack much armour, and most of the time you can't even fully armour your head. Don't get shot. And whatever you do, don't get knocked down. It's death.

Psychological Profile: There's no sane Commando pilots; you can't be sane and wilfully accept a 10-75 ton weight disadvantage against everything you're up against. That said, being insane doesn't necessarily mean being stupid. I've found that Commando pilots come in two variants: The speed freaks and the voyeurs. The speed freaks are the ones that run Striker builds, never let off the throttle and go for torpedo runs against the enemy. The voyeurs are the sneaky ones, who use their small size and maneuverability to get behind their enemies and unload their weapons in their backs. Both strategies are viable and yield results, so I'm not knocking either one.

Oh, and it's commonly agreed upon that Commando pilots are the best looking and have the best luck with their preferred sex. It's true!

Considerations

Weapon Grouping:

COM-1B: Commonly run with three lasers in the arms, I suggest putting all of the lasers in two groups, one for simultaneous fire and one for chain fire. Don't bother packing any missiles, go with extra heat sinks instead.

COM-2D: Commonly run with 3xSSRM-2 and a ML; put them in two different groups. Switch the ML for a TAG if you want to run as a scout.

COM-1D: I run mine with 2xSSRM-2, a LL, and a TAG; the LL and SSRM-2s are in two different groups, and the TAG is in both those groups and a group of its own.

COM-3A: Same deal as 1D and 2D, keep the missiles and lasers on separate groups.

Maneuverability: With no jump jets, get used to jinking and jiving, zigging and zagging. Practice doing figure-eights behind enemy 'mechs, keeping on their six the whole time. Use terrain to your advantage; strike fast and fade away into the night :)

Also, while Speed Is Life, don't mash the throttle forward at the end of the countdown and leave it there; learn when and how to use your speed. Learn how speed affects your turning ability; learn how it affects incoming LRMs.

Best Pairing:If you play as a striker you can pair with any 'mech or run solo if you prefer, if you play as a scout pair up with an LRM boat, spot targets, and rake in the assist CB/XP.

Favoured Tactic

In a Commando you need fear no 'mech; but that doesn't mean not every 'mech can kill you, rest assured that they can. But they need to be better pilots than you, or you need to mess up for that to happen. You have speed, maneuverability, and the firepower to take on just about anything - your favourite targets are LRM boats and other lights, but you shouldn't hold back from going at an Atlas if it turns it's back on you. Anyone not looking at you is a target, and anyone looking at you is someone to avoid. Never, ever, ever try to use the Commando in a straight-up face-to-face fight; not even against another Commando. It's just not built to take that kind of punishment, and even if you somehow manage to win you'll be too damaged to do any good after that.

Never forget you're a scout - even if you play with a striker loadout there's no reason not to relay targeting information to your team - use that 'R' key religiously! You can make a lot of CB and XP from just spotting and kill assists as a pure scout (in which case I recommend you pack a TAG) and even if you're not spotting for a LRM boat you should still be spotting targets.

Tactical Awareness

Always, always, always be aware of your surroundings. If you get knocked down you're dead. If you run into the line of fire from that friendly GaussCat, you're dead. If you find yourself isolated against half the enemy team, you're either dead or you're very good :unsure:

Final thoughts

Dispelling some myths about the Commando

There's a lot of misinformation about the Commando; that it's useless, that it's overshadowed by the Jenner in every aspect, that it's just the worst 'mech in the game. I do emphatically not agree with this. I've been piloting the Commando almost exclusively for the last couple of months, and there's nothing wrong with it. Of course it's 10 tons lighter than a Jenner, but those 10 tons aren't the difference in load weight; that difference is more like a ton or two, depending on variant and if you measure with stock or maxed-out XL engines.

The Commando has proper arms; this is a great advantage that is often overlooked. It means the Commando can target things off to the side of where its torso is facing; something neither the Jenner nor the Raven can do. It means you don't have to look where you're shooting, and that you can take fire on your less damaged side while simultaneously returning fire.

Also, the Commando has a 10 degree reach advantage over the Jenner; it has a 90 degree torso twist plus a 40 degree arm twist, making for a 130 degree reach. The Jenner only has a 120 degree torso twist and zero arm twist.

The difference in speed isn't all it's cracked up to be either; a Commando with a 210 rated engine tops out at 136.1 kph, a Jenner with a 300 tops out at 138.9 kph. That's a 2.8 kph difference, in practice it's negligible.

The COM-2D can pack a 50-point alpha by loading up three SRM-6 and a Medium Laser. That's a really nasty punch to take to anyone's rear armour. You won't be able to fire it more then two or three times before you have to run off to cool down, but that's 100-150 damage; it's enough to core someone.

The 2D also finds good use as a light-killer by packing three Streak SRMs instead of regular six-packs. The SSRMs do 15 points of damage, all of it always to the CT. Hit a light from behind with that a few times and it's done for. Even heavies and assaults can't stand it for too long.

Edited by stjobe, 19 October 2012 - 04:45 PM.


#65 Discordantone

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Posted 19 October 2012 - 04:50 PM

Thank you sir, down to just needing a Centurion profile :)

Also, you have mail.

Edited by Discordantone, 19 October 2012 - 05:01 PM.


#66 Archammer

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Posted 19 October 2012 - 07:55 PM

I just wanted to say thank you very much for this post, among others. Although I am familiar with the Mechwarrior genre, being new to this particular beta, I was in dire need of some "edu-ma-cation".

Well I just got more smarter, so thanks!

#67 Discordantone

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Posted 19 October 2012 - 08:09 PM

No problem :) What it is here for.

#68 Cuthawolf

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Posted 20 October 2012 - 11:27 AM

Working on a small Centurion write-up myself. Will post it here when it's finished.

#69 Discordantone

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Posted 20 October 2012 - 01:58 PM

View PostCuthawolf, on 20 October 2012 - 11:27 AM, said:

Working on a small Centurion write-up myself. Will post it here when it's finished.



Thanks :( as said before Nicholai came up with a rather good template for the mech profiles, and it's fairly easy to fill in... unfortunately my vision of the centurion is skewed.. whereas I like the big guy, I just don't quite think he really fulfills what the centurion -could- be with some minor additions, of which I've an entirely separate thread... however there are those whom play the centurion exclusively, and those are the ones that see the underlined power that I do not.

Edited by Discordantone, 20 October 2012 - 01:58 PM.


#70 whtwlf

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Posted 21 October 2012 - 05:49 AM

Maybe I missed it but I didn't see Mech Piloting Specifics for the Centurion.

Edit: I see y'all are working on it. I look forward to reading.

Edited by whtwlf, 21 October 2012 - 05:50 AM.


#71 Discordantone

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Posted 21 October 2012 - 05:56 AM

Actually indeed, I've even asked a few certain Admin if they wouldn't mind supplying a profile (I was hopefully persuasive, they said they'd see if they had time), as they'd already done write ups on other mechs, just not using the template that this guide has grown to use... So yes, either through a player, an admin, or worse comes to worst myself (I've actually grown fairly proficient with my centurions, as I've played only them this last week out of spite to -make- myself find a way to enjoy them... I feel that every mech has their strengths, so I went searching for theirs), we will have a Centurion write up within the next day or two.

Edited by Discordantone, 21 October 2012 - 05:59 AM.


#72 Cuthawolf

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Posted 21 October 2012 - 12:57 PM

Centurion (Multiple Variants):

Class: The Centurion is a medium mech that can be categorized as the Jack-of-All-Trades of Mech combat. What does this mean for you? It means the Centurion has a very flexible play style while also being relied on to plug holes in the formation due to lack of mechs or downed mechs.

Strength: The Three Centurion variants currently available are so different in play style, that I felt I needed to add separate strengths for each.

CN9-A: The Centurions strength is an incredibly flexible weapons load-out in it's main variant, with strong weapon placement. The AC/10 and LRM's let you snipe from a distance, or provide closing firepower while you advance on the enemy. The Arm-mounted heavy weapon lets you twist your torso and twist your arms to take shots you might otherwise not be able to make, while the torso mounted weaponry allows you to "Zombie" in a mech brawl; continuing to fight after you've lost both arms and possibly even both connected torsos. I've finished out a match before with no arms, no side torsos and only one leg...but have still been able to fire those two medium lasers.

CN9-AH: The AC/20 Variant of the Centurion retains the side torso mounted missiles for firing on the approach, while trading out the lasers and smaller autocanon for the knock-out punch of the AC/20. This gives the AH tremendous brawling power, allowing it to fill roles normally filled by a Hunchback.

CN9-AL: Though lacking the knockout punch of the AH, the AL is a comparable brawler in that it typically mounts more armour than the previous variant, while a battery of laser weapons allow it to fight without the constraints of ammo dependent weapons. It retains the LRMs signature to the entire design, allowing it to fire on the approach, or hang back and snipe with LRMs and the Large Laser.

Weakness:

CN9-A: Jack-of-All-Trades means you're the master of none. Your weapon load-out allows you to fill multiple roles, even simultaneously, but never to the same extent that a specialized mech will be able to fill it. The arm-mounted autocannon also can be lost faster than a torso mounted weapon would be.

CN9-AH: Two words: Ammo Dependent Every hard-point on the AH requires ammo to fuel it, which means in a longer match you run the risk of becoming a 50-ton paperweight. As well the basic variant does not include maximum armour, meaning you run the risk of serious to fatal damage when comparing yourself to the Hunchback's 10 tons of armour.

CN9-AL: A lack of knock-out punch, combined with unreliable location damage means that brawls can last much longer than they need to, with opponents able to take the same pieces out of your mech that you're taking out of theirs. The Large laser under performs in the damage category when compared to both the AC/10 and 20 of the other variants, and needs to be held on target to guarantee full damage.

Psychological Profile: Adaptable. As a Centurion pilot you have to be prepared to fill any number of roles and plug any number of holes that may have popped up in your team. Even an AH may be called on for dedicated LRM support if the usual suspects are either destroyed or in a position where they cannot provide it. As a Medium mech without maximum armour, you also need to be prepared to give ground as readily as you gain it, since your multiple weapon ranges allow you to protect yourself and your team during a fighting withdrawal.

Considerations

Grouping:

CN9-A: The basic variant includes two ballistic hard points in the right arm, two laser hard points in the center torso, and three (!) missile hard points in the left torso. This large variance allows for tremendous customization, and I tend to use mine as follows: I drop the AC/10 for a UAC/5, dropping weight and increasing it's range without an appreciable loss of damage due to recycle time. The single LRM 10 is replaced by two LRM 5s which immediately adds another ton of free weight to the design. From here I upgrade the two medium lasers to pulse lasers for added oomph, add more armour to toughen the design up and squeak in an extra heatsink if I can manage it. If I find the mech runs too hot with the rapid fire AC and the two pulses, I'll drop back to medium lasers in the center torso and add an SRM into the third missile slot for added brawling firepower. NOTE: You can discard flexibility on this design to make it an incredibly potent light-mech killer. Three Streak SRM 2's in the right torso make it a monster against smaller designs, and the ballistic points allow for fast cycling autocannons, or even AC/2's if you want to retain a range advantage.

CN9-AH: I'll be honest, I don't care for this variant because of its ammo dependence.
It can be made somewhat more reliable however with a few changes. I often drop the AC/20 in favour of a Gauss rifle. You have to drop a heatsink to gain the extra ton, but the lack of heat the GR generates makes this an even tradeoff. This allows you to retain closing power when I strip the LRMs away for two streak SRM/2s with two tons of ammo. The lock-on of the SRM makes it almost as reliable as a medium laser, and plenty of ammo means you ideally aren't going to paperweight. The extra tonnage can be dropped into armour for brawling or additional ammo for longevity.

CN9-AL: This design is incredibly flexible, given the wide variance of energy based weaponry. The simplest modification is to drop the small laser in the right arm and a half-ton of ammo to put a medium laser in the small lasers place. Although a little more heat is generated, I find it's worth the extra range and firepower. Alternatively you can drop the LRMs for SRMs and replace the large laser with an ER Large and Extra heat sinks, or a PPC/ER PPC for greater range and firepower.

XL Engine: None of my centurion variants include an XL engine because I enjoy being able to Zombie my way through the end of a match. An XL however allows the Centurion to take advantage of it's hard point groups even better, and can add extra speed to your flexibility.

Range: Each of these variants can engage at multiple ranges, but often has an ideal Alpha Strike range of about 250-270 yards. In any given match you'll often need to engage at different ranges, so knowing the optimal and maximum range of any weapon you choose is of utmost importance.

Best Pairing

Any or none. As you're often called on to be in different places at once, your partner can change from moment to moment within a given match. You may be providing backup protection to an assault with your AC in one moment, falling back to add your firepower to the LRM support the next or joining a medium mech spear into the heart of the enemy formation. The only mechs the CN9 doesn't often pair with are Lights, as it simply lacks the speed to keep up with them (barring an XL engine).

Favored Tactic

My favoured tactic is sheer flexibility. Whatever variant or personal customization I add to a mech, I ensure I have at least one long range weapon and at least two shorter range weapons. This allows me to dictate the range of an engagement to serve my purposes against all but the fastest mechs. Advanced on by a Hunckback or AC/20 armed Atlas? Run sideways and twist your torso back to face them, engaging with LRMs and your longer range AC. Pounded by LRMS? Throw off his aim with some return fire of your own while closing the distance in a zig-zag pattern until you're within his minimum range. Facing down a Gauss-Cat or Gauss armed CN9? Stick and move, moving from cover to cover and zig zagging while tagging him with LRMs and keeping him targeted for your fire support (which you should be hollering for) to help you out.

The List goes on.

Tactical Awareness

A Centurion pilot needs to be aware of what's going on all over the battlefield. You'll find this mech most rewarding if you can keep an ear or eye on what's going on where and move to support an engage where you're needed the most. It most resembles a Dragon in this way as you need to be constantly in communication with your team and almost constantly moving to be where you're needed the most.

Light mech in your base or harassing your fire support? Get back there and peel them off so your heavies and assaults don't have to. Light mech pinned down in the field? Get out there and provide covering fire and even cover his mech with yours since you can take much more damage then he can. The name of the game for the Centurion is teamwork, and if you can keep track of the battlefield and move to where you need to be before you're even called for then you can remain a step ahead.

Edited by Cuthawolf, 21 October 2012 - 01:07 PM.


#73 Discordantone

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Posted 21 October 2012 - 01:29 PM

I couldn't think of a more beautiful way to finish this guide... Thank you very, very much.

#74 Cuthawolf

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Posted 21 October 2012 - 01:32 PM

My pleasure, it was a lot of fun to write :)

#75 whtwlf

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Posted 21 October 2012 - 02:21 PM

A fantastic and in-depth read. Thanks for posting it so quickly and putting this guide together in the first place. It has honestly made me rethink some of my strategies and mix up how I play the game.

#76 Discordantone

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Posted 22 October 2012 - 01:36 AM

View Postwhtwlf, on 21 October 2012 - 02:21 PM, said:

A fantastic and in-depth read. Thanks for posting it so quickly and putting this guide together in the first place. It has honestly made me rethink some of my strategies and mix up how I play the game.


Never a problem, and no need for thanks. :( We all do what we all do, and write ups, guides, and strategies are what I do. *shrug*

#77 Blood78

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Posted 24 October 2012 - 08:24 AM

Ohh can't wait till new patch hits and I buy either the hero mech, cicada, or both!

new writeups!

#78 Dewil

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Posted 27 October 2012 - 01:19 PM

A quick tip for players to be an addition to their team.

If you have lost the last couple of games and are a bit frustrated, stay back a bit the next time you launch a game. Observe where your friends are going and follow 1-200 metres behind the biggest group and stay there. It is nice to have someone cover your back and if your are behind a big group of mechs you wont take as much damage as when you are running around alone and unsupported. It lets you stay alive for a couple of more minutes which gives you more time to play the game and have fun.

#79 Discordantone

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Posted 27 October 2012 - 03:02 PM

Adding it at the top of the tips list, especially since Open Beta starts Monday mate. Thank you.

#80 Vanguard319

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Posted 27 October 2012 - 03:47 PM

Here's my contribution:

Cicada CDA-3M

Weaknesses: 3M variant has same armor value as commando (think wet tissue paper), arms cannot carry weapons, huge head hitbox. can be expensive to upgrade.

Strengths: very fast, fastest stock mech in MWO at present, hardpoint placements are fairly decent, essentially a 40 ton Jenner without jumpjets and room for heavier weapons. Only mech I've seen so far that can equip all weight-saving upgrades at once. Comes with XL engine and DHS. Arms can soak up a bit of damage that would have hit your side torsos, and can mount a fair amount of armor.

Tips:

If piloting a 3M, Ferro-Fibrous Armor should be your first upgrade. Head, arms, and legs should be top priority to armor up, as the arms do a fair job of shielding your side torsos. Critical space is at a premium on this mech, so if you have the money to burn, you can add endo steel to the mech to free up additional tonnage for weapons and armor.

Tactics:

headhunting - much like the Jenner, but with the capacity to carry heavier weapons, can be used to hunt light mechs, or harrass heavier mechs

wolfpack - This mech can easily keep up with most lights, and can participate in lightning raids, and providing a heavier punch from it's Autocannon

Sniper - Can be equipped with ballistic weapons, with the right setup, you probably mount a Gauss rifle, some ammo, and function as a fast sniper. For my personal ride, I replaced the UAC/5 with an AC/2 and added adv. zoom for plinking enemies at extreme range. The damage isn't great, but I find people will fire swarms of missiles at me regardless. That being said, I'm quicker than a gausscat, and can get behind cover much faster. Such tactics can potentially waste your opponents ammo, sparing your teammates some damage to boot, while dealing some early damage to thier missile boats/snipers

Final impression: The Cicada has it's flaws, but can shine with the right setup, just be prepared to pay a pretty penny in upgrade fees.





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