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Marik College


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#1 VinnySlick

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Posted 02 November 2011 - 11:59 AM

I kinda can't believe this page is still up... but what the heck, check it out.

http://www.geocities...ik_college.html

#2 DingleBerry

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Posted 02 November 2011 - 12:17 PM

Thats awesome! I so remember going to these sites years ago. I have a collection of info i printed out when i first joined. I should pull it all out and take a look.

#3 Nitehawk

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Posted 02 November 2011 - 12:38 PM

***.

That page brought back the memories....

NTK

#4 Nehrul

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Posted 02 November 2011 - 09:36 PM

That brings back some memories!

Hell, I wrote most of lesson 1!

Nehrul Marik

#5 Nitehawk

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Posted 03 November 2011 - 07:49 AM

View PostNehrul, on 02 November 2011 - 09:36 PM, said:

That brings back some memories!

Hell, I wrote most of lesson 1!

Nehrul Marik


Yeah...and I did most of the excel and number-crunching for it (though you did add the Regulan titles as I'm not from that quadrant of space).....

#6 Peon

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Posted 03 November 2011 - 09:10 AM

I'll be attending shortly.......my admissions test is being graded. I just hope the Dean's daughter doesn't start blubbering about last week before I'm accepted.

#7 IntruderAlert

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Posted 07 November 2011 - 01:10 AM


Edited by IntruderAlert!, 07 November 2011 - 01:11 AM.


#8 IntruderAlert

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Posted 07 November 2011 - 03:02 PM

Vin, You should repost those pages here...no telling how long they will be still available there... :)

#9 VinnySlick

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Posted 08 November 2011 - 06:42 AM

View PostIntruderAlert!, on 07 November 2011 - 03:02 PM, said:

Vin, You should repost those pages here...no telling how long they will be still available there... :)


Considering that they have been up for almost 10 years, im not too worried at this point. It's a forgotten relic that will be preserved for all eternity thanks to an ancient mystical geocities account.

*Note: I have saved all the spreadsheets, pics and docs anyways.

Edited by VinnySlick, 08 November 2011 - 06:42 AM.


#10 IntruderAlert

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Posted 09 November 2011 - 01:45 PM

LAG Training

LosTech : Recovered from netmech95 FWL House Marik Memory Core:

Comprehensive Lag

note: (it's best to copy and paste this to a printable word sheet. This way you can read it on the bus, lunch break, or while your taking a ****!)

Lag Shooting is one of the most important skills a NetMech Warrior must have to be successful. First let's go over exactly what "Lag" is. Unlike the
MechWarrior 2 game, you are facing real opponents in real time. Because of the distances involved, quality of computer equipment, problems with
phone lines, and several other factors, there are delays in processing the information in real time. When everyone is connected and playing, there is
a delay in getting the information from your computer to everyone else’s computer and then back to yours again. So for example: you are shooting at
someone and aiming at him directly, what you are actually aiming at is his last known position according to your computer. In reality, he could have
(and probably did) move from that position. But you would not know until that information gets to your computer and it is displayed on your screen.
Therefore the amount of compensation needed for this delay is considered your "Lag." Missile systems that are locked do not become lagged
because of the homing system built into them. All other weapons (lasers, autocannon, machine guns, and unlocked missiles) must be shot with
your lag time taken into account.

Here is what you need to do to become successful at playing with lag:

•Find the amount of lag as soon as possible.

•Hit you’re opponent as often as you can.

•Use lag to keep your opponent from hitting you.

•Preserve your Mech through the battle.

------------------------------------------------------------------------

***FINDING LAG***

This is critical. The lag point can be at different places for different people. The first step in finding lag is to watch for color
change in your opponent’s Mech. This will not necessarily change off the back. Bigger Mechs can stay blue a while longer.

To maximize your chances of finding lag there are a few simple steps to follow:

1. Do not fire at your opponent head on --I know that this is the time you will most likely hit him, but you will turn his Mech yellow and be clueless about lag until he dies. Instead, wait for him to start moving perpendicular to you, so that you will be firing at maximum lead.

2. GROUP all of your weapons --This allows your weapons to hit the same general target area, dealing the most damage at the same time.

3. Pick a likely lag point --If you generally have a good connection, and you are playing a NM95 game or the host in a NMdos game, try firing as if the targeting box was duplicated on the leading side of your opponent. That is two Mech lengths. If you know your connection is a bit fuzzy, or you are not host in a 5-player game, start as
if you were firing two targeting boxes to the leading side of the opponent. You will need to lead more for faster Mechs like the Jenner.

4. Slow your fire to one shot every two seconds --As lag is typically around 1-2 seconds. It takes your shot an average of 3 seconds to travel to him, damage him
and update the damaged to you. If you fire 4-5 times in those 3 seconds, you will have no idea which shot damaged him.

5. Watch your opponent --Often if you have achieved several hits in a row, an opponent will break, or change directions, usually using jump jets or changing speeds to try and throw you off. Remember where those shots were aimed at, and try and duplicate that lag. If you are correct, he will probably break again, and now you have him on the defensive.



Another approach, (if you have steady aim), is to fire groupings of shots followed by a pause. So you would choose a likely lag point, and fire three groups of shots
as fast as you can. Then pause for two seconds. Repeat with a slightly different lead. This is very effective, but, you can overheat if you are not using a cooler design

.

------------------------------------------------------------------------

***HITTING YOUR OPPONENT***

A good opponent will continuously try and throw you off lag lock, all the while keeping up a steady stream of fire. There are several things you can do to maximize your chances of hitting your opponent.

1. Adjust lag for his angle of approach--If you find lag for his perpendicular travel, then that will be too much for a lessor angle. The easiest way to recalculate lag is to use 45deg as an aim point. If an opponent is traveling 45deg away from or towards you, cut your lead in half. Lead slightly less if he is more directly toward/away and slightly more if he is traveling at more than 45deg. Never lead more than the lag you found at perpendicular travel.

2. Watch for speed changes -- Check your opponent’s leg speed. Remember what they look like at maximum speed. If he slows down, drop your lead back a little. Often, you can tell that your opponent

has slowed down just a little. When an opponent has his engine damaged, he slows dramatically, so drop back a hair more than you would normally, so as to be right on target. It is all too often that warriors who have found lag, cripple their opponent quickly but cannot finish him due to over-leading. If you see your opponent slow abruptly, you have probably damaged his engine!

3. Watch for direction change -- When your opponent is about to change directions, (often after moving directly away or towards you), adjust your lead! Remember, lag means you are seeing him 1-2 seconds in the past. If you see him START a direction change, he has already made that change! ANTICIPATE that direction change and shift off of him to fire where he would be at maximum lag.

4. Continue to use GROUP fire -- Unless your Mech is hot (say due to damage), you should use group fire at all times. You will not get as many shots, but the ones you DO get will do far more damage. It is assumed that you will find lag, and make intelligent shots. Don’t "spray and pray". If you chose to guess using chain fire, you will find yourself losing Mechs 3-1 to someone who knows lag using group fire.

5. Lead under an airborne target -- You have no way of predicting when an airborne target will choose to gain altitude. But you do know this - "What goes up, must come down". Always aim at the feet of an airborne target. When he drops, he will pass through your fire zone. Try and predict where he will impact on the ground and fill that area with as many shots as possible when he is about one Mech-length from touchdown. That is the most vulnerable time for your opponent. As soon as he touches the ground, you should already be leading your normal lag in the direction his legs are facing.

------------------------------------------------------------------------

***USING LAG AS A DEFENSE***

Once you have found lag, the next step is to try and use lag to hide your Mech from your opponent.

1. Change ranges often -- Most people who find lag at a given range has difficulty-translating lag at short or long ranges. Often, someone hitting you at 150m is trailing you at 70m and leading you at 300m. That is why I suggest using your targeting box as a reference. The box will change sizes as range changes. If you know to lead by two targeting boxes, you will be able to recalculate range when you close.

2. Change direction often -- Another problem a lot of people have is not being able to reacquire lag once they change directions. This is especially true if your opponent was guessing at the lag when he had it, then, he decides to try a different spot when you change directions. The key here is NOT to change directions every time an opponent hits you a few times. This is a common mistake and can give away lag. Instead, wait until your opponent is missing you, and THEN change directions. Hopefully he will think you changed directions because he was wrecking your Mech and he will reacquire an erroneous lead.

3. Change speeds when appropriate -- Usually you want to be moving at the maximum speed. DO NOT go slower unless you have a very good reason. Not being able to turn fast enough is NOT a good reason. Use your spin jets for that. An appropriate time to slow down is if your opponent is consistently hitting your LEADING arm and LEADING torso. Do not slow down very much, your Mech will look different at a slower speed and your opponent will compensate. As soon as your opponent finds lag again, go back to maximum

4. Use air maneuvers -- One of the most difficult tasks is to calculate three-dimensional lag. It is one

thing to lead an opponent on the ground; quite another one who is constantly changing altitudes.

------------------------------------------------------------------------

***PRESERVING YOUR MECH***

A warrior who needlessly throws himself into harms way during a war will almost always be defeated.

1. Do not move directly towards or away from your opponent --This gives him a clear shot at your Mech with no lead required. If you are closing in, use the SWITCH-BACK CLOSE technique shown below. If you need to get range, use your jump jets.

2. Watch your armor -- DO NOT use the colorful Mech diagram, even though you think your Mech looks cool. Instead use your armor bar by hitting F1 once. This information is VERY useful for determining which way to travel relative to your enemy. If your enemy is consistently hitting to one side of center, you will find that one arm and one torso side has taken more damage. This is the time to change directions, presenting the OTHER arm and torso side to his fire. In this way you can spread around the damage and keep your Mech functional for longer.

3. Do not overheat -- This is a rookie mistake. If you find you cannot help but overheat, either get a new Mech or stop firing. If your computer ever threatens to shut down your reactor, override it and then STOP FIRING! Even though you may have the sweetest shot of the night, do not fire. Wait for your Mech to cool off, and then resume firing.

4. Don't shoot your buddy -- If you and a mate are double teaming an enemy Mech, it is the responsibility of the more distant Mech to avoid his closer brother. This means that if your enemy is the center of a circle, you should never fire unless you are less than 90deg aft or MORE than 90deg forward of your buddy. In clock terms, if your brother's Mech is at 12 o'clock traveling clockwise, you must be either at 9-12 or at 3-6. Any other location risks you hitting your buddy and him hitting you. Also, if you see your buddy is about to die, i.e. his torso is red, DO NOT engage his enemy unless you are ABSOLUTELY sure of lag. A stray shot from your powerful guns could vaporize him in an instant, costing you 2 Mechs, his and a kill from your score.

5. Die next to your opponent -- When you are about to die, steer your Mech into your opponents Mech. Do not turn your turret over the side. Keep pointed slightly to the front of your opponent and continue to fire with whatever guns you may have. It may surprise you how long you can live this way; most people are not very good at in close fighting. They will try to get range to finish you off. Use whatever jjets you have left to stay touching their Mech. When you DO die, your Mech makes a powerful explosion that will damage their Mech in the blast. In this way do you do the most damage to your enemy.

6. Stick close to one opponent if you are double-teamed -- When two Mechs are engaging you simultaneously, try to stick right next to one until your buddy arrives to relieve you. This will cause the second opponent to slow or halt his fire for fear of hitting his partner. If he chooses to fire anyway, jump straight up into the air from time to time. This way even if he was hitting you, he may hit his buddy instead.

If your Mech is too hot and you are getting pounded, try jumping straight up and switching directions in the air. Just hovering is a way to cool.
This will allow you enough time to cool down and reorient on your opponent.

------------------------------------------------------------------------

***MANEUVERS***

Obviously this list of maneuvers is NOT all-inclusive nor does it pretend to be. There are many variations.
The more experienced the pilot, the more that he will develop his own maneuvers to fit his fighting style.

-CLOSING-

You will need to use closing maneuvers on opponents who have longer ranged guns than you or to shake up the range.

SWITCH-BACK CLOSE

This is a very simple maneuver, whereby, you close with your opponent without using jjets, while, making yourself as hard to hit as possible. Essentially, all you do is pick a point, perhaps 100m in front of your opponent, then zigzag your Mech towards this point at uneven intervals. For example: take three steps, switch directions, take four steps, switch directions, take two steps, switch directions. This is remarkably effective versus even good opponents, because trying to determine lag on a zigzagging opponent is particularly difficult.

JJET CLOSE

Versus longer ranged guns, DO NOT use your jjets until he does. When you use your jjets, make sure you change the direction of your Mech so as
to be traveling in the direction you wish to jump in. Jump up to about 15-30m and then jjet forward until you see the speed indicator maximize out, DO NOT
keep up forward thrust. You will just exhaust your jets and gain no additional forward momentum. Instead,

at this time you should begin tapping your jjet-up button, using forward momentum only to carry

you along. Using this technique, even an assault Mech can make phenomenal jumps.

90deg JJET CLOSE

This maneuver is used to close on an opponent while still firing at him. With your turret locked over the side at 90deg, jjet toward your opponent by tapping jet-up button to get you off the ground, and then using your side jjets to carry you toward your opponent. Make sure your guns are pointed at the lag spot when you do this, for it is difficult to change aim quickly during this maneuver. This is a jjet intensive maneuver, and you should take care not to exhaust your jets doing it.

-DIRECTION CHANGES-

Changing direction is a good way to throw off lead lock, and give you a few seconds of safety

to engage your opponent.

JJET SPIN

Turn your chassis while at maximum throttle. Speed is often not fast enough to keep an opponent in your sights. Rather than make yourself an easy lag target, you
should facilitate your turns with the jjet spin control. This is a very sensitive control, however, and you should practice with it so as not to over spin and exhaust you jjets.

JJET SWITCH-BACK

This is an on-ground maneuver, which if perfected, is extremely effective. Basically you perform a 180deg JJET SPIN while simultaneously spinning your turret 180 degrees. You will end up traveling in the opposite direction still facing your opponent. He will take 2-3 seconds to require lead and you can perform the maneuver again before he hits you. Chaining these switchbacks together is extremely effective, but take care not to become too predictable; your opponent will retarget you before you can him.

FORWARD FLY-BY

This is a short-range maneuver that accomplishes several things at once. You will change direction, range, altitude, and continue to fire at your opponent while you do so. You begin by turning your Mech to face a point about 50-100m in front of your opponent. JJET straight up to about 50-75m, and let your momentum carry you forward. Turn your turret over the side and down to face your opponent, using LIGHT taps on jjet spin to orient you. Then begin firing at the ground in front of your opponent, adjusting for lag. Occasionally tap your up-jet to keep you hovering in the air. When you are even with his direction of travel, do not use your jump jets again except to cushion your landing. Calculate your landing point to leave you at the range you wish to be. If done correctly, you will never have to stop firing at your opponent once you are in the air.

OVERHEAD JUMP

This begins as a 90deg JJET CLOSE with two differences. First you will wish to gain a little more altitude. This will allow you to sail over your enemy's head. Second, when you are over your enemy, slew your turret over the opposite side so that you will be facing your opponent when you land. This accomplishes a direction change, range change, and allows you to keep up fire during the first and last parts of the maneuver.

-OTHER JJET MANEUVERS-

These other maneuvers are used when appropriate or to shake up lead lock.

JJET FORWARD/BACK

This is used primarily to keep an opponent guessing about lag. Take care to not use this to actually BREAK lag lock, if you think your opponent is not sure about lag, as this gives away the lag. Essentially all the warrior does is jet forward or back for 1-2 seconds while staying on the ground. Ideally the warrior never stops firing during this maneuver.

BOUNDING CIRCLE

This very effective maneuver forces an opponent to always lead you in all three dimensions. You should have your turret over the side facing your opponent and firing. Then jump into the air every two to four steps on the ground, coasting in the air while firing at your opponent and allowing yourself to land without jjets. Continue this in a circle around your opponent. Take care not to jump too high or you will take damage to the legs when you land.

VERTICLE HOVER

Many times an opponent will lead you even if you are not moving. This is especially true while in the air. The VERTICLE HOVER capitalizes on this while allowing you an in-air shot. While your Mech is facing away from your opponent, and your turret is facing towards them, jump into the air. Use your rear-jet button to slow your forward momentum. Then, use your up-jet button to maintain altitude, gaining and losing altitude in unpredictable spurts. It is often a good idea to JJET SPIN just as you hit the ground to deny your opponent a chance at a free lead shot.

Used in combinations, these maneuvers can become deadly to your opponent. Here are some examples

FORWARD FLY-By 90deg JJET CLOSE/DISTANCE

OVERHEAD JUMP SWITCH-BACK CLOSE

BOUNDING CIRCLE FORWARD FLY-BY

VERTICAL HOVER



JJET SPIN

JJET SWITCHBACK

FORWARD FLY-BY

OVERHEAD JUMP

------------------------------------------------------------------------

This briefing was compiled through the use of covert Internet intelligence and if it looks like it belongs to somebody else, too bad cause I didn't see any copyrights on it...

---------------------------------------------------------------------

#11 IntruderAlert

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Posted 09 November 2011 - 01:48 PM

Laser Avoidance: From LosTech FWL netmech Memory Core:

~ Laser Avoidance ~

Sooner or later, you will have to duke it out with lasers. If you want to survive, then stop driving in a predictable path. Ever try to catch a fly with your bare hands? It’s not easy because the fly has such an erratic flight. Learn to pilot your mech erratically while at the same time keeping your aim. If you’re in the Circle of Death, try jetting back or even hopping up with a short burst. If you’re jets are damaged, then try the reverse button. Remember that you want to become a hard target.

Avoid swinging around. The moment your chassis starts the 180 degree turn-a-round, Your almost at a stop and you have exposed you’re back. Bad move, BAAAD!

#12 IntruderAlert

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Posted 09 November 2011 - 04:03 PM

Allison Mech Institute : AMI Clan Nomenclature:

During the Course of the Clan invasion, the Inner Sphere began to assign code names to various types of OmniMechs as they
encountered them. Obviously, the Clans have their own names for their equipment.
For clarity this breifing uses the Inner Sphere Nomenclature. The list below shows the Clan names for the Various OmniMechs we have seen.

Inner Sphere Name -----------Clan Name

Black Hawk----------------------Nova
Daishi-----------------------------Dire Wolf
Dasher----------------------------Fire Moth
Dragonfly-------------------------Viper
Fenris-----------------------------Ice Ferret
Gladiator-------------------------Executioner
Koshi------------------------------Mist Lynx
Loki--------------------------------Hellbringer
Mad Cat--------------------------Timber Wolf
Man O'War----------------------Gargoyle
Masakari-------------------------Warhawk
Puma-----------------------------Adder
Ryoken---------------------------Stormcrow
Thor-------------------------------Summoner
Uller-------------------------------Kit Fox
Vulture----------------------------Mad Dog

#13 Glare

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Posted 09 November 2011 - 04:22 PM

I hope nobody minds that I use the Clan designation. I've always liked them more than the IS names.

#14 Sartris

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Posted 09 November 2011 - 04:40 PM

View PostGlare, on 09 November 2011 - 04:22 PM, said:

I hope nobody minds that I use the Clan designation. I've always liked them more than the IS names.


Only if you can say them like the voice in Mech Warrior 2.

#15 IntruderAlert

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Posted 09 November 2011 - 05:02 PM

During the netmech days...you had to prove your worth before you were allowed to drop with the
House/Clan. This required many hours of training at the Allison Mech Institute.
AMI graduates had to show proficiency at the following:
(note: some of these are considered illegal moves or that functionality was removed from the game)

House Marik :AMI: Checkoff List:

Sustained Jump Jets.:

Pulse jets to achieve sustained lateral travel.
Jump to top of building w/o falling off.
Achieve lateral flight, then spin to face rear, continuing flight.

Basic Mech Handling.:

Independent torso twist. ZigZag while maintaining target point.
Use radar for orientation. Select a target and move to it.

Circle of Death.:
Break circle to outside.
Jink with jump jets.
Laser feedback. (various ranges)
Sweep to determine lag point.
Blind fire LRMs. (and hit)
Demonstrate SSRMs retain lock.

Airborne Attack.
During lateral flight,
Fire on stationary ground target in line-of-flight with missiles.
Fire on moving ground target in line-of-flight with missiles.
Fire on stationary ground target to side of line-of-flight with missiles.
Fire on moving ground target to side of line-of-flight with missiles.
Fire on airborne target with missiles, while in pursuit.
Fire on airborne target with missiles, target pursuing student.
Fire on stationary ground target in line of flight with lasers.
Fire on moving ground target in line of flight with lasers.
Fire on stationary ground target to side of line-of-flight with lasers.
Fire on moving ground target to side of line-of-flight with lasers.

Antiair attack.:

Fire on approaching/fleeing flying target with lasers.
Fire on laterally flying target with lasers.

Indirect fire.:
Fire from behind cover, firing around.
Fire from behind cover, firing over.
Fire from behind cover, popping up.
Fire at near ground target from high vantage point.

Common Cheats.:
Demonstrate missile-lock immunity.
Demonstrate embedding inside rock.
Lateral JJ, then shutdown.
Fly to edge of canyon world.
Shutdown while falling?
Shutdown while rising?

Terrain Familiarity.:
Avon.: Demonstrate fire from cover vs mech on table.
Canyon. Demonstrate StormCrow can fly to top.

Many hours per week was the norm for training and retraining FWLM pilots. House Marik was feared among many when their ships dropped
unexpectedly onto enemy homeworlds and holdings...

#16 Peon

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Posted 09 November 2011 - 09:22 PM

View PostIntruderAlert!, on 09 November 2011 - 04:03 PM, said:

Obviously, the Clans have their own names for their equipment.
For clarity this breifing uses the Inner Sphere Nomenclature. The list below shows the Clan names for the Various OmniMechs we have seen.

Ummm.......it's 3048......what the hell are the Clans?

#17 Sartris

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Posted 09 November 2011 - 09:52 PM

View PostPeon, on 09 November 2011 - 09:22 PM, said:

Ummm.......it's 3048......what the hell are the Clans?


Highlanders. From Northwind. Sneaky ********.

#18 AuGuR

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Posted 09 November 2011 - 10:06 PM

View PostPeon, on 09 November 2011 - 09:22 PM, said:

Ummm.......it's 3048......what the hell are the Clans?

View PostSartris, on 09 November 2011 - 09:52 PM, said:


Highlanders. From Northwind. Sneaky ********.


lols

#19 S cam

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Posted 08 June 2012 - 02:58 AM

Old memories....

#20 Moose13

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Posted 08 June 2012 - 04:46 AM

View PostS cam, on 08 June 2012 - 02:58 AM, said:

Old memories....


Yes they are.





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