#81
Posted 27 October 2012 - 05:51 PM
#82
Posted 28 October 2012 - 08:46 AM
#83
Posted 28 October 2012 - 11:44 AM
You can see where there are the most movements and where people die the most. So you know where to look for enemies and where to be careful of enemies waiting for you.
#84
Posted 30 October 2012 - 05:45 AM
Discordantone, on 19 October 2012 - 03:12 AM, said:
It is unseen.
http://www.sarna.net...en#From_Macross
#85
Posted 31 October 2012 - 08:54 PM
#86
Posted 02 November 2012 - 04:21 AM
#87
Posted 04 November 2012 - 12:42 PM
#88
Posted 04 November 2012 - 09:50 PM
#89
Posted 04 November 2012 - 10:17 PM
#90
Posted 05 November 2012 - 12:16 AM
- "Sound Awareness": A very common and well overlooked advantage any pilot can use is Sound. With all of the instruments available to pilots in their mechs (sensors, radar, visual spectrums) sound is overlooked and therefore unused. But mechs (like all machines) when moving or firing makes a lot of noise ,and noise can travel farther than an obscured pilots vision and sensors can see. By not moving and listening a pilot can judge not only distance but locations of enemy mechs for fire support, reinforcements, and ambushes. And trust me nothing gets a pilot more worked up than seeing their rear armor vanish all of a sudden and not seeing where the salvo came from.
-"Culling the Weak": For many pilots they believe that their mech can go up against any mech alone and win while at the same time trying to avoid another pilot stealing their kills. Unfortunately Mechwarrior is not about who is the better pilot but who can better work together. K/D is not what matters, mutual cooperation is and by that means concentrating firepower and single targeting mechs. By having a team concentrate on one mech at a time (or the most damaged) the enemy team can be effectively destroyed with little to minor losses.
-"Battlefield Etiquette": For pilots out there thinking your Atlas is strong enough to hold up the sky, your Commando is sneaky and stealthy killer, or your Centurion is the armored knight of myth, please "KNOW YOUR ROLE AND WEAPONS". This game not only stresses variety but it nears requires it. But to see pilots out on the battlefield using weapons in scenarios that don't work or are weak hurts to see. Guides are made to help learn and therefore to become a better mechwarrior. Information is as powerful as a dual Gauss is to a mechs head.
Sry if some of these facts have been mentioned but at the time of reading your guide i did not see any or referred to as well topics. Again like said these are just my opinions to help pilots use every advantage they can get. I was also thinking about putting up a build guide like Nikolai's for the AWS-9M Awesome since thats the newest variant releaseed before OB. But if someone beats me to it than no hard feelings. Great guide though helps a lot and even fills in the blanks.
#91
Posted 09 November 2012 - 01:20 PM
Raz Skullcrusher, on 05 November 2012 - 12:16 AM, said:
Sound is especially helpful if you have stereo speakers/headset. On Frozen City map, if you stand still on the eastern side of the mountain, you can hear the mechs walking in the tunnel. You can even make out the size and number. All while safely out of the line of fire.
And as an atlas is trying to fight off a jenner (1v1), if you stop and put your back against a wall, you can hear which direction the jenner is coming from. This is one of the few times I stand still (behind cover, of course).
#92
Posted 10 November 2012 - 07:59 PM
;tldr, Endo first always, FF if you have the space and cash
#93
Posted 10 November 2012 - 09:58 PM
Raz Skullcrusher, on 05 November 2012 - 12:16 AM, said:
- "Sound Awareness": A very common and well overlooked advantage any pilot can use is Sound. With all of the instruments available to pilots in their mechs (sensors, radar, visual spectrums) sound is overlooked and therefore unused. But mechs (like all machines) when moving or firing makes a lot of noise ,and noise can travel farther than an obscured pilots vision and sensors can see. By not moving and listening a pilot can judge not only distance but locations of enemy mechs for fire support, reinforcements, and ambushes. And trust me nothing gets a pilot more worked up than seeing their rear armor vanish all of a sudden and not seeing where the salvo came from.
-"Culling the Weak": For many pilots they believe that their mech can go up against any mech alone and win while at the same time trying to avoid another pilot stealing their kills. Unfortunately Mechwarrior is not about who is the better pilot but who can better work together. K/D is not what matters, mutual cooperation is and by that means concentrating firepower and single targeting mechs. By having a team concentrate on one mech at a time (or the most damaged) the enemy team can be effectively destroyed with little to minor losses.
-"Battlefield Etiquette": For pilots out there thinking your Atlas is strong enough to hold up the sky, your Commando is sneaky and stealthy killer, or your Centurion is the armored knight of myth, please "KNOW YOUR ROLE AND WEAPONS". This game not only stresses variety but it nears requires it. But to see pilots out on the battlefield using weapons in scenarios that don't work or are weak hurts to see. Guides are made to help learn and therefore to become a better mechwarrior. Information is as powerful as a dual Gauss is to a mechs head.
Sry if some of these facts have been mentioned but at the time of reading your guide i did not see any or referred to as well topics. Again like said these are just my opinions to help pilots use every advantage they can get. I was also thinking about putting up a build guide like Nikolai's for the AWS-9M Awesome since thats the newest variant releaseed before OB. But if someone beats me to it than no hard feelings. Great guide though helps a lot and even fills in the blanks.
Sorry I've been sick, and as such not doing my job here on the guide. Adding these to the Tips section.
#94
Posted 17 November 2012 - 02:01 PM
#95
Posted 17 November 2012 - 07:56 PM
#96
Posted 13 December 2012 - 09:08 AM
thx for the great work and help!
can u pls make a guide for the heavy mech cataphract ?
any tips are welcome
thx
Edited by cerou, 13 December 2012 - 09:09 AM.
#97
Posted 19 December 2012 - 01:19 AM
Weight Class: 35 Tons, one of the heavier of the Light Mechs
Strength: You have ECM, you also start with a slew of support items like TAG, BAP and NARC.
Weakness: While you have the best stock speed of all the Ravens, you are still slower than the other lights. Your initial weapons loadout is better for a harasser of heavy and assault mechs, you have no jump jets and NARC is kind of meh by most standards.
Psych Profile: You are the guy that tries too hard. You have great potential, if you are willing to put in the cbills to realize it. Sadly, when you get started you are just over eager about how much you actually can help and may get yourself, and others killed for it.
Considerations:
Weapons Grouping: Keep your MLasers together, and put your SRM 6 into your second group. TAG and NARC should have separate distinct groupings as well since they fire differently and are not always the most useful, depending on your team make up.
Manuervoring: Are you fast(er than your variants)? Yes you are. Can you turn? Yes, a bit better due to your increased speed. You also have a pretty open cockpit, so that means you can see well to your sides. As you run around trying not to get killed, make sure that you keep your eyes open for anything you can run into that might be an issue. City fighting is not really your strength, at least until you up your speed and get some nice perks later (read: anchor turn). That being said, wide open spaces are even worse. Just try to stay away from the Jenners and Commandos until you can lay on some speed.
Who to Team Up With: Anyone really. Just keep in mind that since you sport an ECM, it is not a bad idea to run with the pack until you get close. Then peal off, flank, and switch your ECM to jam enemy ECM so that all of your lance-mates love you.
Tactics:
True Sight: Use that ECM to get in close enough so that you can lay a NARC beacon on one of the enemy Assaults/Heavies/Mediums(in a pinch). Switch your ECM to counter so that theirs is now useless, and if you do not feel safe hugging the edges and needling, then back off and find a spot to slowly use your TAG.
Stalker: If you see a loner, especially a Heavy, and you feel really confident about your abilities, feel free to pick them off. Mediums are questionable and situational until you get a faster engine. Do what you can to stay behind and hammer at that back armor. Take a leg if you can, but focus on core-ing.
Gonna Getcha!: Once you have bought a fast engine (I like the XL 245 myself), you have a new game plan. Remember those Mediums and Lights you used to fear? Well, now you can chase them down and get them back for all those times that they threw red paint on you while you were in your prom dress and it was so cute and.... sorry about that. Sometimes I get carried away. I really liked that dress... Wish I had had pyrokineses like Carry...
Situational Awareness:
George of the Jungle: With high speed comes high speed collision. You are not heavy enough to push the little kids down, nor enough that you should not apologize if you run into someone larger than you. Also, that building/hill/whatever you just ran into? That may end up costing you a leg/arm/worse since you were not paying enough attention. Terrain is both your best friend and your worse enemy. Even with a top notch engine, you are not likely to be carrying a full load on armor and that makes you still a tastey treat.
Whirling Dervish: Circle strafe to victory, right? Not really. Like it has been said, circling is useful, but not always the best. The other side of this is that constantly circling in the same direction can be just as bad as running head on. Once your target has gotten used to your speed and when you will be showing up on the left/right, your target can now box you in and set you up for some heavy hits. Change your direction, run head on at a slight angle. Too many times have I killed someone because they just held A or D and waited for me to come around, only moving the mouse to see when I would come around the corner. Surprise for them when they get rocked and cored from behind when they thought I should be on the left.
CUTCHU MANG: Cutting a tight corner can be what saves your life. When in a duel (one on one) do what you can to psych out your opponent. Start the fight with a head on charge, slightly to the left/right. This works best if you are fresh from the drop ship, but still doable if you can see obvious damage/weapon loss on your target. When you get behind, hard turn to the inside and reduce speed. Keep your targets back to you, as you near the edge of the torso/arm with your center recticles, hard turn the opposite way and twist your torso in the other direction. You have just zigged, and have stayed to the rear of your opponent since they anticipated you to come around from the opposite side. Since they thought you were going to zag, they turned to where you *looked* like you were going. This is best done outside of grid work areas like buildings, so keep it for hills and open plains. Still works in residential areas, but you have to do a few more turns and hunt a bit more to get your worm food.
(EDIT 20121219)
Loadout Suggestions: Dump the TAG and NARC launcher. Keep the BAP if you really want to (I do), and switch the weight of that SRM6 for a SSRM2 (or two) with a ton of ammo. Do all the weight saving you can (Ferro Fiberous and Endo Steel as well as Dual Heat Sinks) when you can and snag a pair of Medium Pulse Lasers if you want to go light hunting, or stick to the standard MLaser if you intend to harass something with more weight. If you do the MLaser you should have the free weight for a pair of SSRM2 and that makes all the other Lights hate you. This is what works for me, and here is my loadout:
Speed: 136.5 KPH
Tonnage: 35
Firepower: 17
Heat Efficiency: 1.23
Armor (FF): 215
Structure: Endo-Steel
RA: MPL X2
RT: SSRM2
CT: XL 295 w/ slotted HS
LT: BAP, GECM, CASE, SSRM AMMO
LA: empty (used as a sheild)
HD: Empty (surprised?)
LL: Empty
RL: STD HS
That is what I carry for gear. Armor loadout is as follows:
HD:13/18
CT: 34/38
RT: 26/26
LT: 26/26
RA: 17/24
LA: 17/24
RL: 32/32
LL: 32/32
And your back armor should always be full.
You might ask "Why are you using STD HS and not DHS?" Good question, I am waiting till I have the CBills to get that upgrade. Once I do I will edit this and fix that.
Edited by Jeviati, 19 December 2012 - 01:30 AM.
#98
Posted 19 December 2012 - 02:01 PM
[color=#959595]Speed: 136.5 KPH[/color]
[color=#959595]Tonnage: 35[/color]
[color=#959595]Firepower: 25[/color]
[color=#959595]Heat Efficiency: 1.33[/color]
[color=#959595]Armor (FF): 232[/color]
[color=#959595]Structure: Endo-Steel[/color]
[color=#959595]RA: MLAS X2[/color]
[color=#959595]RT: SSRM2, MLAS X1, DHS[/color]
[color=#959595]CT: XL 295 w/ slotted HS[/color]
[color=#959595]LT: GECM, CASE, SSRM AMMO, DHS[/color]
[color=#959595]LA: SSRM2[/color]
[color=#959595]HD: Empty (surprised?)[/color]
[color=#959595]LL: Empty[/color]
[color=#959595]RL: STD HS[/color]
[color=#959595]That is what I carry for gear. Armor loadout is as follows:[/color]
[color=#959595]HD:14/18[/color]
[color=#959595]CT: 36/38[/color]
[color=#959595]RT: 26/26[/color]
[color=#959595]LT: 26/26[/color]
[color=#959595]RA: 24/24[/color]
[color=#959595]LA: 24/24[/color]
[color=#959595]RL: 32/32[/color]
[color=#959595]LL: 32/32[/color]
I could dump some weight by ditching the third MLas for another DHS (puts me around 1.5 HE, great for Caustic) but having that third makes it a bit easier when harassing a medium or higher. The second Streak is also rather nice against other lights. Having only the one ton of ammo though means that rather than the usual 50 shots you are only getting 25, so you have to pick your shots wisely to get the most effect. Taking out the BAP has not, at least so far as I have noticed, really had any effect.
#99
Posted 19 December 2012 - 05:55 PM
- In most PUGs, people don't tend to work well together, especially with the lack of built-in voice communication in game. Thus it renders your LRM 20 a bit useless at times, since you either cannot get a lock or the lock cannot be maintained before the missiles hit. I decided to swap it out for another SRM 6, giving you better close range brawling ability and saving weight/slots. However, your experience is different and it's entirely up to you on how you want to outfit your AS7-D.
- Your thick armor and most of your arsenal are designed for close combat in the range of 100 to 250 meters. Avoid open areas when closing the distance, since PPC, Gauss and LRMs will rain down on your like no tomorrow if they see you. Since you are usually enemy's primary target due to your size and presence, focus fire can kill you in seconds. Buildings and hills are your friends.
- Plan your moves ahead because you're slower than a farm tractor. If you walk into a group of enemy mechs, 90% of the time it's game-over for you.
- Avoid the alpha strike urge unless you are certain it will strike home. If you miss, you just generated a whole lot of heat while doing no damage. Your most powerful weapon, the AC 20, has very limited ammo and you need to make most shots count. I only use alpha strike on targets that are either stationary or coming directly at me.
- A lone Atlas is a dead Atlas. Stick with your group and assist them.
- Keep your head cool. I am still guilty of this sometimes, running out guns blazing when the heat of the battle is high. The Atlas is a thinking man's mech that requires careful piloting.
Edited by Orgasmo, 19 December 2012 - 05:58 PM.
#100
Posted 11 January 2013 - 06:41 AM
- Hide behind cover near team-mates and target heads and shoulders of enemies (the high torso mount of the med lasers is good for this)
- Start reversing almost the instant you pop out and see the enemy, it'll be hard for him to notice, track and hit you.
- Be patient and wait for your heat to come down, it's death to shutdown out of cover.
- Sometimes, bait them by coming out just a little and then reversing instantly. If you draw fire, you can immediately go out again to hit them relatively safely.
https://www.youtube....d&v=iCVcSfHSYAI
one more tip: If you have LRM ammo to spare, shoot some unguided near where the enemy might be. If they have an AMS, some LRMs will get shot down and their position will be given away.
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