Jump to content

10 Lessons From My First 4 Trial Days


26 replies to this topic

#1 Sound19

    Member

  • Pip
  • 11 posts
  • LocationSeattle

Posted 18 November 2012 - 10:01 PM

Here I'll highlight some points that I found to be pretty important for improving my game in these first few days. They've got everything to do with considering your actions in the field, rather than game mechanics and working your controls. However, they're significantly tied to my mech choice, so that's where I approach this from.

First, in defense of the noble Commando:
My first mech purchase was a cheap Commando, and unlike others, I disagree that it's a waste. True, it's a strict mech with harsh lessons, but dangit, you'll learn those lessons. I feel like I'm a better pilot for having spent the time in it, and I even manage to get kills.

As a bonus, by going with the first cheap mech, I started earning more money sooner, and gaining xp sooner. The repair costs are also very low, further increasing your C-Bill gains. I was also able to refit immediately after mech purchase into something more tactically viable, making a world of difference. In fact, I decided to buy two more Commandos, and am now working on my Elite pilot skills while hoarding cash for my next mech batch. Finally, by taking a light mech, you ensure that the other team gets a light mech too, instead of something bigger. I imagine that a veteran vs newbie assault mech creates a greater capability deficit for your team than a veteran vs newbie light mech.

The trick is to learn a few lessons that apply to most mechs, but most strictly when you're in a Commando. These lessons rely, in part, on the assumption that you use the stock engines.
Anyways, here we go.

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

1) Positioning to avoid attention is everything. Nominally, your goal as a light mech is to shoot without being shot at. Hiding isn't very easy in this game, so you instead accomplish that goal by seeing where your opponents are focusing their attention. Imagine the other team's point of view. Imagine going somewhere every one of them can see you, imagine that their light mechs aren't so far away. What are they going to do? Run your butt down, that's what. So instead, hang back, and wait for the tangling to start, wait for the opponent to focus on something that's not you. Let your heavies attract the initial attention. Then find a fight where you can safely join without someone coming up behind you. Just don't go somewhere that you're likely to get jumped. Never be caught in an open field, never have your back to where the enemy comes from.

2) Use the Pick & Roll. Do you suspect you've got a hunter on your trail? Immediately run to an ally. Bonus points: Try to position your path such that when the hunter follows you, they run straight into your ally's face. You should rarely be so far from multiple teammates that you can't do this.

3) Don't pursue the kill. If your opponent's using their head, they'll retreat instead of fighting to the bitter end, and might use the above tactic. Don't follow them. Their lingering threat is not worth the risk.

4) Cover to cover. Move like you're infantry, and stay under cover. Always have line-of-sight blockage from where the enemy is likely to come from. This is how you exert control of your situations, and survive(for a little longer). If you do get jumped, then since you're already near cover, you can potentially use it jump the other side of the fence quicker and get away.

5) Use the capture indicator tactically. When you enter their cap zone, they know it. Don't do it if its early in the round, because you'll call down too much attention on your head. It's very difficult to get away when you've got more than one mech's attention. Conversely, if you're confident you can get away, then pulling attention away from the front lines could equate to a win for your team's firefight. In the end, better you die than them, if you're a newbie in a light mech. Though, better to prolong the chase and avoid death if possible.

6) Know your targets and banes before you see them. Your loadout determines what you're strong at, and when you're a light mech, your strength often indicates your adjoining weakness. Got two SRM6's? Then avoid light mechs, stay close to your Awesome and Atlas teammates, and circle around their Heavy/Assault targets. Got 3 Streaks or pulse lasers? Then follow a Jenner teammate around or continue to stick with your heavy/assaults, and lay down fire on light enemies. Got all medium lasers? Then you can't hit decisively, and should probably hit and fade at your maximum optimum range. In that case, don't start hitting until your positioning is safe. No matter what route you go, watch your radar in the early round for your non-strength - your bane - so that you can play defensively and avoid them. Know in advance what class/role is your target and what mech class are your bane. Don't be reactionary; Avoid banes early, and spend your ordinance and attention on optimal targets.

7) You're not a very good scout, so tone it down. You aren't the fastest fish in the sea. For a Jenner pilot(the most common pilot?), their goal is to get their top speed as soon as they can, since speed is their life. So before you throw into that scout role too heavily, bare in mind that the more experienced, upgraded scouts will eat you. You won't get away from them, and will be hard pressed to keep up with their maneuvers. The first phase of a round is the worst time for you to die, and also the easiest, so try and leave the proper scout role to someone who's faster. You can still kinda-sorta do it, it's better not to stray.

8) Don't forget their legs. If you have the misfortune of dueling a light, you can take out a leg and run. This has the significant bonus of making an easy kill for everyone else. If you're circling something bigger, taking a leg makes it much, much easier to stay behind them or just ditch them in favor of another fight(which is just as tactically good!).

9) LRM baiting is fun. It's easy to dodge LRM's if you're near cover. If you can get them to expend ammo on you, that's ammo that wont be going toward a cumbersome assault ally. Just don't overdo it, and allow other enemies get too close.

10) Capturing is better. You suck at fighting anyways. Might as well go for the bigger reward that come with the capture. Just wait until it's relatively safe.


Props to CannonFodder88 for making the Commando Guide that helped me significantly.
*Edited to try and improve clarity.

Edited by Sound19, 18 November 2012 - 11:30 PM.


#2 The Basilisk

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,270 posts
  • LocationFrankfurt a.M.

Posted 18 November 2012 - 10:16 PM

First post and allready provided more helpful information than most other forum dwellers will ever provide in their entire lifetime. :(
Wellcome to Mechwarrior Online Mister Sound19.

#3 Mycael

    Member

  • Pip
  • 12 posts

Posted 18 November 2012 - 10:16 PM

This is nice, now just to have some more people read it.

#4 Bommer

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 83 posts
  • LocationTacoma, Washington

Posted 18 November 2012 - 10:26 PM

Well written sir !

Welcome to our madness !!!

#5 HlynkaCG

    Member

  • PipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 1,263 posts
  • LocationSitting on a 12x multiplier and voting for Terra Therma

Posted 18 November 2012 - 10:37 PM

I agree with those before me ^

Well done, and welcome to the game. The comm could use more players like you.

#6 MavRCK

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,375 posts
  • Google+: Link
  • LocationMontreal - Vancouver

Posted 18 November 2012 - 10:53 PM

Great post!!

Worth a sticky.

Edited by MavRCK, 19 November 2012 - 01:54 AM.


#7 Hammerhai

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,001 posts

Posted 18 November 2012 - 10:57 PM

+1
Very well done advice

#8 Polarice

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 121 posts
  • LocationAustralia

Posted 18 November 2012 - 11:14 PM

Nice write up! Good to see someone getting into whats available instead of griping about whats not

#9 Sound19

    Member

  • Pip
  • 11 posts
  • LocationSeattle

Posted 18 November 2012 - 11:41 PM

The neat thing about writing this guide is that I get to compare my actions in the field to the advice I give. It's not a very impressive example. But it helps me identify the flaws easier, and heighten my logical self-criticism, which in turn makes me work harder, and become better.

Want to get better? Give thorough advice that you can hardly live up to. :(

#10 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,565 posts
  • LocationSCIENCE.

Posted 18 November 2012 - 11:46 PM

View PostSound19, on 18 November 2012 - 10:01 PM, said:


3) Don't pursue the kill. If your opponent's using their head, they'll retreat instead of fighting to the bitter end, and might use the above tactic. Don't follow them. Their lingering threat is not worth the risk.



I try to do this, I really do! However... there's just something about glowing red internals that wants me to scramble in a dead straight line at an enemy, firing everything I have, IGNORING EVERYTHING AROUND ME, AND WOE BETIDE ANYTHING THAT GETS IN MY WAY.

ANYTHING.

Edit! Also, friggin awesome guide. +1.

Edited by Kiiyor, 18 November 2012 - 11:47 PM.


#11 Godfodder

    Member

  • PipPip
  • The Infernal
  • The Infernal
  • 39 posts
  • LocationDallas, TX

Posted 18 November 2012 - 11:52 PM

These are some great tactics to start your games with. Good job amigo.

#12 Sound19

    Member

  • Pip
  • 11 posts
  • LocationSeattle

Posted 19 November 2012 - 12:01 AM

Thanks for the kind words, guys.

And yeah, I can relate regarding the lure of glowing internals.

Do as I say, not as I do! lol

#13 Bagua

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 94 posts
  • LocationGermany

Posted 19 November 2012 - 12:02 AM

Good written and informativ. I hope we can read "sound19's guide to heavy mechs" soon. :(

#14 Grotoiler

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 97 posts

Posted 19 November 2012 - 12:13 AM

I'm Not a Commando Pilot, but I applaud you for a very well-written post, OP!

Plenty of relevant points that apply to all classes...

#15 Suki

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 472 posts

Posted 19 November 2012 - 03:58 AM

This guide is usable not only by commando pilots.
Thanks!

#16 Khanzza

    Rookie

  • The Patron Saint
  • The Patron Saint
  • 5 posts
  • LocationSweden

Posted 19 November 2012 - 04:15 AM

Excellent guide, I think I'll keep my commando for a little while yet. ;)

#17 Ewigan

    Member

  • PipPipPipPipPipPipPipPip
  • IS Exemplar
  • IS Exemplar
  • 1,168 posts
  • LocationGermany

Posted 19 November 2012 - 04:39 AM

Keep your Commando, it's an AWESOME mech!

#18 Hammerhai

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,001 posts

Posted 19 November 2012 - 04:42 AM

Khanzza, I might fear a well driven commando more than a Jenner. A lot of them are tweaked up to 130 kph, so there is no way I outrun them.

#19 Comassion

    Member

  • PipPipPipPipPipPip
  • 399 posts

Posted 19 November 2012 - 07:47 AM

Great guide - everyone should read it and take it to heart.

The only one (minor!) thing that's wrong is this:


View PostSound19, on 18 November 2012 - 10:01 PM, said:

I imagine that a veteran vs newbie assault mech creates a greater capability deficit for your team than a veteran vs newbie light mech.



The 'mech roles are so well balanced that this isn't necessarily true - an expert light pilot is worth their weight in gold, and can easily be the one to carry the match to victory.



Other than that, you have learned your lessons well, and they will continue to serve you as you get other 'mechs. You have a great future as a pilot.

Edited by Comassion, 19 November 2012 - 07:47 AM.


#20 Col Forbin

    Member

  • PipPipPipPipPipPip
  • 260 posts

Posted 19 November 2012 - 07:46 PM

View PostComassion, on 19 November 2012 - 07:47 AM, said:

Great guide - everyone should read it and take it to heart.

The only one (minor!) thing that's wrong is this:





The 'mech roles are so well balanced that this isn't necessarily true - an expert light pilot is worth their weight in gold, and can easily be the one to carry the match to victory.




Agreed, and hats off to the OP.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users