#81
Posted 13 February 2013 - 04:23 PM
The Movement to contact; Following the fracking atlas! stay in ECM bubble, go his direction of travel at his rate of speed. (unless your a scout)
Contact: this is two types, close and far. Far is most common first contact, this is when sniping for harassment starts, close is instant brawl. Again, go with the group, fire on what the big guys are firing on,Move to support what the big guys are doing.
#82
Posted 15 February 2013 - 11:51 AM
neviu, on 19 December 2012 - 03:10 PM, said:
I did not have much time to play last night, maybe 8 matches. Out of those 8, 7 had assault mechs in them. Out of those 7 5 of them had multiple assault mechs doing less than 100 damage.
In one match we had 3 assaults, a stalker, a ddc, and an awesome. Together they totalled 49 damage. None of them were disco, two of them were squirreling. Being in an assault does not make you a leader, it does not even make you a competent player.
TLDR: Don't follow someone just because of the mech they pilot. Mech class does not denote skill or ability.
#83
Posted 15 February 2013 - 01:47 PM
As I pointed out before, even if the Atlas sucks, he's still going to soak up enemy fire before he immolates himself in a pyre of burning shame. Since you don't know the skill levels of the random strangers who happened to drop with you, you can't use skill as a standard of who to follow - or not follow. You just can't tell about the pilot by looking at his 'mech. What you CAN tell is what kind of 'mech he has, and therefore what range of capabilities to expect from them. All Atlases are big and tough - they spend more tonnage on internal structure than most lights spend on armor. As the biggest 'mech in the game, you also expect them to have a lot of firepower, thus making them a threat, and thus making them a target.
You don't follow the Atlas because he's the best pilot; you follow him because no one else can soak up the damage that he can, and because his firepower and toughness together tend to punish people for ignoring him.
I wrote this guide in order to establish a good, very basic, body of good tactical practices for uncoordinated PuGs. Think of it like this:
- The team (other than the scouts) needs to stay generally together in order to make the most of their firepower.
- The Atlas can both draw fire and take punishment to a extent unmatched by any other chassis.
- The Atlas is also a lot of your total combat power in terms of simple tonnage*
- This means that if you go one way and the Atlas goes the other, you're more vulnerable than he is.
- so, you have to Follow the Fracking Atlas.
*: On a team with all Atlases, an Atlas is 12.5% of your total combat weight. Even if rest of the team averages as high as 65 tons, that Atlas is still going to be 18% of your total weight.
#84
Posted 16 February 2013 - 10:06 AM
Edited by shellashock, 16 February 2013 - 10:08 AM.
#85
Posted 16 February 2013 - 11:07 AM
You'd be wrong to assume that ECM is the only reason sticking together is a good tactic, however: even without ECM, concentration of forces is a mainstay of tactics. It may interest you to know that the US Army prefers three to one odds on the attack - not because it thinks we need them to win (we don't,) but because they feel that this number minimizes friendly casualties.
Edited by Void Angel, 16 February 2013 - 11:07 AM.
#87
Posted 16 February 2013 - 04:41 PM
#88
Posted 17 February 2013 - 11:18 AM
There are other Reasons to follow the Atlas that fall into psuedo metagaming:
1- It gets the Atlas pilots used to having support, which means they are less likely to sacrifice front armor to cover their rears on account of feeling the need for it (because YOU are protecting their rear)
THIS IS A GOOD THING - I know of several Atlas puggers that do this (like Gwilliy) because they got tired of getting caught alone because everyone else ran off, then getting shot up from behind.
2- If you are a smaller mech for whom shadowing is an important skill (like the Commando) it gives you someone who WON'T shoot you for being near him to practice on.
-With the new Awesome changes, you probably really need to practice avoiding their front arc - friendly Awesomes can be used until the enemy is sighted.
Edited because I had more thoughts on the subject.
Edited by Shar Wolf, 17 February 2013 - 12:22 PM.
#89
Posted 18 February 2013 - 04:07 PM
Statistically speaking, the Atlas will almost always pack the most armor of a team, thus it's your lynchpin: you'll be using it as a shield, as your primary close-range firepower (50 tons of WEAPONS!!!!!!) or, if nothing else, a standard with which to base the battle around, as the battles do tend to revolve around assaults brawling or sniping. You don't want your Atlas to die, but you definitely don't want to die first, so there's your incentive to stick around the Atlas.
One thing I'd like to add in about Atlas behavior pre- and post-contact: Before contact, stay with the Atlas, as this helps team cohesion and keeps you in a position to focus fire immediately. Post-contact, depending on the build of your Atlas, either charge with it or hang back, but never retreat if your opposition's forces are numerically equivalent or superior unless your Atlas does it first. I've piloted the Trial Atlas several times in PUG matches, and I am honestly disappointed by the number of PUGS who will ditch their brawler assault mechs in the face of opposition, even when we would have the advantage in a firefight. One second, I have a Dragon and a pair of Hunchbacks following me, and the moment we hit an enemy lance... *sighs* 1 Stalker, 2 Dragons, and a Centurion, iirc, and I had no backup. Still messed the Stalker and a Dragon up, though. If you retreat without your assault, you will be missing it shortly. The one exception is someone who is clearly a newbie, such as Trial Atlases who try to duel at 450 meters, beyond the effective range of almost all their weaponry. And even then, it's still an extra hundred points of armor.
One last thing: If nothing else, once you see the enemy, if you're following the Atlas you'll probably avoid the first salvo and be able to fire back without panicking. I panic while taking damage, though the Atlas pilot may not, damage being a regular occurrence, after all.
#90
Posted 19 February 2013 - 08:48 PM
#91
Posted 20 February 2013 - 08:06 AM
It should be noted that if you are just starting, then just do what OP says, However, this technique can be developed further if you so desire.
#92
Posted 21 February 2013 - 04:35 PM
Your point about pinpoint focus (pun not intended) is excellent. In my opinion that's one of the most under-appreciated benefits of ECM - in preventing locks, it denies us data on which of them is actually hurt the most. That's why you should always try to lock onto whatever you're trying to kill, unless you're deliberately spotting something else. Even if you're in an ECM bubble, at least you can see where to shoot your target.
Edited by Void Angel, 21 February 2013 - 04:38 PM.
#93
Posted 21 February 2013 - 05:04 PM
One person (in this topic? I forget) suggested staying within around 700meters of your team, even when scouting, and thats been working well for me so far. (Have not had a chance to try Alpine though, so that may change)
Edited for Typo
Edited by Shar Wolf, 21 February 2013 - 05:05 PM.
#94
Posted 21 February 2013 - 05:33 PM
#95
Posted 21 February 2013 - 10:09 PM
I.E. guarding the flanks type scouting rather than running ahead first contact scouting.
Edited by Shar Wolf, 21 February 2013 - 10:18 PM.
#96
Posted 22 February 2013 - 12:40 AM
Seriously, if you can't see your team at all times your doing something wrong.
ECM scouts are one thing, they do need to check on the enemies location. Soon as they see something, they need to head back to their team.
Three mechs shooting one mech, the one mech is going to fall before getting another mech to half most the time.
Ideally you want four mechs shooting one target and the other four mechs shooting another target.
Soon as your up eight mechs to six mechs, you keep assisting and kill two more mechs. Don't get cocky, until your up by four mechs, then you can pretty much do whatever you want and your going to win.
All it takes is one or two people running off by themselves and dying for a team to lose.
#97
Posted 22 February 2013 - 03:36 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.
In other words, picket duty instead of recon. Technically not the same as scouting but I won't quibble. =) With non-ECM lights, you have to do a sort of hybrid scout/picket role, because not only do people instantly start to slap you around whenever you expose yourself scouting, but the
#98
Posted 22 February 2013 - 03:41 PM
Eventualy they came, loaded into one of their atlai and backed behind the wall before any real damage could be done.
A Atlas, a murder mets, a treab, and a stalker walked through and immediatly went for the 2 atlai hiding in a corner mocking me, i turned and ***** their enemy team in the back...
they both died and i did 800 damage and they did 100 because they died from standing idle as atlai.
#99
Posted 22 February 2013 - 04:00 PM
But you're right, you don't want to sit there dithering until you get flanked. There's a thread about that in my signature. =)
#100
Posted 25 February 2013 - 12:06 AM
Assault mechs soak up a LOT of damage. I'm pretty sure they're constructed for...oh, I don't know...ASSAULT. If their team is backing them up, you can put a lot of hurt on the enemy. Was just in several games where mechs followed the general spirit of the aforementioned guidelines. The assaults led with heavies and mediums backing them up. Lights ran ahead and found the enemy, caused a little mayhem and ran back. We then knew where the enemy was and got the other team to spread themselves out chasing lights.
The only thing I'd add would be to communicate. Share information and try to guide the newer pilots. Oh, and if someone asks if there is a plan, actually try to have one and share it.
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