Edited by Void Angel, 04 April 2013 - 12:05 PM.
#101
Posted 26 February 2013 - 05:18 PM
#102
Posted 26 February 2013 - 05:33 PM
#104
Posted 27 February 2013 - 12:19 PM
Shar Wolf, on 21 February 2013 - 10:09 PM, said:
I.E. guarding the flanks type scouting rather than running ahead first contact scouting.
If your scout disappears in a VISIBLE ball of fire, he's doing his job.
#105
Posted 27 February 2013 - 04:26 PM
#106
Posted 02 March 2013 - 02:33 PM
#107
Posted 27 March 2013 - 03:07 AM
Follow the fracking Atlas!
#108
Posted 27 March 2013 - 03:50 AM
#109
Posted 27 March 2013 - 06:17 AM
If you see a bunch of targets with hollow triangles, cycle through them, not to fast, so your team knows where the enemy is.
This saves typing and eliminates the need for a common language among the pug. Keep targets locked even if you don't have to, this not only **** LRM's (which are just feather dusters right now) but helps your whole team get an idea of where the enemy is and can aid in focusing fire.
Remember that atlas can not stop and back well at all, lousy transmissions on them, so don't ride his back, when The Push comes those assaults once committed CAN NOT disengage, if you suddenly get spooked and try to "do a wide flank" or "back off to think it over again" they will die and you will be next, game over.
Remember, always hit them with your fist and not your spread fingers.
#110
Posted 27 March 2013 - 06:21 AM
Edited by Abivard, 27 March 2013 - 06:22 AM.
#111
Posted 27 March 2013 - 09:35 PM
Edited by Void Angel, 27 March 2013 - 09:36 PM.
#112
Posted 28 March 2013 - 10:13 AM
#113
Posted 28 March 2013 - 05:47 PM
#114
Posted 04 April 2013 - 08:28 AM
#115
Posted 04 April 2013 - 12:03 PM
#116
Posted 06 April 2013 - 05:46 AM
oldradagast, on 04 April 2013 - 08:28 AM, said:
I mostly agree, although when I see 2xAC20 Jagers I target them first unless the atlas is a pure brawler with AC20. Those AC20 Jagers hurt bad, but go down quick after a few salvos from my brawling atlases.
#117
Posted 06 April 2013 - 08:00 AM
If you are in an assault mech and are the last one left on your team, then end up with less than 400 damage, you are a waste of tonnage.
Edited by Cabezone, 06 April 2013 - 08:02 AM.
#118
Posted 06 April 2013 - 12:51 PM
That said...assault 'Mechs can't force a long range engagement any more than they can a short-range one. You're absolutely right - an assault 'Mech too scared to get mixed up in the brawl and do its giant, armor-plated job is quite possibly the single biggest waste of space in the entire game. But then, I suppose there's already another thread on that subject, so I won't expound much upon it here.
#119
Posted 08 April 2013 - 12:07 AM
Cabezone, on 06 April 2013 - 08:00 AM, said:
If you are in an assault mech and are the last one left on your team, then end up with less than 400 damage, you are a waste of tonnage.
Actually, my Atlas is currently sporting to LRM20 + Artemis, an ER PPC, and a Large Laser. Fighting from long range isn't bad if you have an effective setup (2 medium lasers + missiles is NOT effective) and use good tactics. The LRMS with this build give me excellent midrange to longrange firepower, and the beam weapons let me deal not-inconsiderable damage to small 'mechs who come to hunt down the "LRM boat." I've had numerous 'mechs charge me, only to find that I have teeth inside 180m too. :] I think my favorite such moment was the Catapult who charged me toward the end of a fight - I took a hit, turned to look, cored him with my large laser, and went right back to dismembering his team.
If the Assaults on your team are boating, well, that just makes it more important to follow them and support whatever they're doing. If they're going to play rocket tag with the enemy, try to stay under cover until the enemy closes to deal with the LRM boats - if they're charging the first enemy they see and dying in a pyre of fusion-lit shame, follow them and at least let their
Edited by Void Angel, 08 April 2013 - 12:07 AM.
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