#161
Posted 16 February 2013 - 11:45 AM
#162
Posted 18 February 2013 - 05:23 AM
Long range snipers are better on Med/HVY mechs.
#163
Posted 18 February 2013 - 12:51 PM
I should stress that Abivard's observation is correct, though: the arms are much lower than your point of view from the cockpit, and will often be blocked by terrain that you can easily see over.
#164
Posted 21 February 2013 - 12:54 AM
Void Angel, on 18 February 2013 - 12:51 PM, said:
I should stress that Abivard's observation is correct, though: the arms are much lower than your point of view from the cockpit, and will often be blocked by terrain that you can easily see over.
Swap the 2xLL for ERPPC+TAG. ERPPC for disabling the ECM, and TAG for MUCH more tighter grouping on LRMs. 2xLL is not enough to deal with a fast light mech anyway. If you manage to hit that ECM Raven with ERPPC as he is running towards you, 45 LRMs will ruin his day.
Edited by Kmieciu, 21 February 2013 - 12:55 AM.
#165
Posted 21 February 2013 - 04:16 PM
Edited by Void Angel, 21 February 2013 - 04:17 PM.
#166
Posted 21 February 2013 - 04:40 PM
I agree with OP, but at the end we need more mechwarriors that understand tactics and how to utilize them as a group.
-S
#167
Posted 21 February 2013 - 05:36 PM
If you've got a lot of LRM boats and "snipers," you can do well playing Sniper Tag, for example - but you need to actually use your words and make a decision to do that, rather than have it develop accidentally because everyone is afraid of getting shot at.
Edited by Void Angel, 21 February 2013 - 05:36 PM.
#168
Posted 21 February 2013 - 07:49 PM
#169
Posted 21 February 2013 - 07:55 PM
However, I also have no issue with players holding back and letting the enemy come to them if they feel they have a better position.
The thing that I, and I'm sure many others, take issue with is those sorry, sorry Pilots that can't decide if they want to move up and engage or stand back, and instead pull off a wonderful back and forth exposing their head and upper torso to the enemy over the nap of the hill, taking steady damage whilst dealing none in return.
Sure enough, after a good few minutes of this pointless procedure, they've taken 25% damage and their torsos are in terrible shape, all for no gain except that they could at least see the enemy while they were getting chipped away at.
Indecisiveness ruins lives people.
#170
Posted 21 February 2013 - 08:17 PM
#171
Posted 22 February 2013 - 11:17 PM
Was my initial scouting run too agressive where I tried to TAG everyone cause me to take too much damage and die early?
Was I too timid to wander from the main group and miss the tunnel push?
Was I too busy capping to back up the Assault mechs or vice versa (this can go either way on a case by case basis)?
Thank you OP for a great thread and also those that have contributed positively.
#172
Posted 23 February 2013 - 08:03 AM
Also I agree with someone that said that Assault mechs are for experienced pilots, lighters mechs are easier to play. Im Elite Founder and chose Atlas as my mech....always have loved it in all Mechwarrior games. Boy has it been a rough ride, since its true if u make a mistake on an atlas, it will 99% get u killed, and sometimes your team too. Also u need a lot of skill to be able to fire while under heavy fire. Only after I started palying with Stalker and Awesome, I noticed how easy it became for me to shoot at mechs! I dont get shot as much as when im an atlas! Its nice to be able to pop out and not being the one getting shot at all the time hahaha.
#173
Posted 24 February 2013 - 09:54 AM
What people get wrong is that they think because they are packing LRMs they should hang back on their own. You can be an LRM Atlas and still be a tank. An Atlas shooting LRMs pulls enemies towards it like flies to dog ****. Use this to your advantage.
#174
Posted 26 February 2013 - 08:30 PM
#175
Posted 27 February 2013 - 08:55 AM
I am a TON more flexible with a top speed of about 99kph due to speed tweak. But the thing is, while I occasionally have that "Damn lucky shot" blow up moment, most of the time I can pop out take some hits and rain down fury.
The most important thing is to not freak out, I can't count the number of times where a non-ecm light (and rarely ECM lights) has closed in on me, and I just keep moving while targetting someone beyond 180m and lighting them up. Then a lot of times a teammate will help kill the light before I die.
Edited by Nicholas Carlyle, 27 February 2013 - 08:55 AM.
#176
Posted 28 February 2013 - 02:35 PM
Slowly I figured out that this strategy, while fine on paper, wasn't going to work. Even though AWS is an assault, I do better now playing it as support, using cover as much as possible, trying to catch an enemy out of position or luring them out of cover.
Maybe that makes me timid, but I've been getting more wins and more dmg this way.
#177
Posted 28 February 2013 - 06:11 PM
#178
Posted 28 February 2013 - 06:26 PM
Had one guy running a Stalker in a match 2-3 weeks ago. He stayed in the streambed in the forest colony the whole match. Wouldn't move. He was the last one. The remaining 6 mechs on the other team were converging on his position. The spectators were telling him to MOVE and fire. Perhaps he could have done some damage. His response, "But I'm a missile boat!" He stayed.
They found him and destroyed him.
#179
Posted 28 February 2013 - 07:03 PM
Fri Hjert, on 28 February 2013 - 06:11 PM, said:
You are so right! Throwing up my hands and trolling constructive conversations is indeed an option. Alternatively, I could start conversations intended to raise the awareness of tactical issues so that fewer new players fall into that trap. I can see the path you've chosen; can you guess mine?
Particularly with the Elo system, this will become important. Elo means that I don't have to throw in the towel and spout cynical nonsense about "pug performance." I can instead focus on encouraging proper tactics in every match in order to rise to a level where everyone is willing to understand basic tactics. I'd like to take some people with me - why do you want me to leave them behind?
#180
Posted 28 February 2013 - 07:23 PM
Hackett, on 28 February 2013 - 02:35 PM, said:
Slowly I figured out that this strategy, while fine on paper, wasn't going to work. Even though AWS is an assault, I do better now playing it as support, using cover as much as possible, trying to catch an enemy out of position or luring them out of cover.
Maybe that makes me timid, but I've been getting more wins and more dmg this way.
That's not really following my advice. =) You were playing a long-range sniper build and charging into close quarters with it. Long range builds necessitate long-range play to a certain degree. What this thread tells you is to not sit back and refuse to maneuver simply because you are "a sniper." You need to move from cover to cover in order to project your presence onto the battlefield by way of charged particle injection. If you charge in with only 3 heat-inefficient PPCs... Well, you've got more armor, but your firepower is the equivalent of a Cataphract jump-sniper. It might take longer for you than him, but you'll both get stomped flat in a brawl.
Being a long-range assault also allows you to beat on people at long range knowing that they'll have to back off before you do - unless you're too exposed. People know that they're not going to like slugging it out with you, so you can trade cover for battlefield presence in order to force the enemy to hunker down in their holes (or expose their back to your brawlers in the main fight to charge you.) Like most tactical decisions, it's more art than science... But it may help you to know that I'm currently using an Atlas D-DC with 20 Artemis LRM20s, an ERPPC, and a Large laser. =)
Edited by Void Angel, 28 February 2013 - 09:19 PM.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users