Posted 26 August 2013 - 04:23 AM
Having read through the entirety of this thread, I come up with two major things.
First off, thank you, Void Angel. A lot of what you're saying throughout the thread I agree with entirely, and the rest of it- well, while I don't neccessarily agree, I don't specifically disagree either- comes across as more of 'thinking points' than anything else. Regardless, pretty much all of the actual tactical suggestions you made here (and in the Follow the Frackin' Atlas thread) were well worth making.
Second, it's hard to get respect and a proper set-up as fire-support, particularly currently. After the initial glut of C-bills I got from starting out, I picked up a Cicada and modded it into a build I like to call the 'Torch'- max armor, XL 280 engine, ERLL and 4 ML. This has been... okay to use, though I suspect I don't have the raw dexterity to properly wield it. It is neat to be able to core things from behind now and then, though, thanks to laser focus fire, and I often draw off three or more enemies when I charge into the back of the enemy ranks- not that anyone on my side ever seems to take advantage, but oh well.
That's not really the point, though. I went on from there to pick up a 4G Quickdraw, which I utterly retooled with a standard 240 engine, 5 Jump Jets, maximum armor, and a pair of ERLLs and an LRM-15- a build made to imitate something I created for the miniatures game that I called the Flare. (Initially 7 jets and an LRM-10, but I find the increase in firepower worth having to jump twice sometimes. The original from the minis game uses an XL engine to go a solid step faster and can't hang more than five Jump Jets, and is forced to stick with an LRM-10). I constantly remind people to lock targets for LRM bombardment, which usually gets one of two responses.
1)'Okay!' followed by later questions as to why I wasn't bombarding their target. (Usually because something came in close or I had a direct LOS on something worth shooting at, such as an enemy bombadier catapult's arm.)
2)'LRMs are for cowards, play for real.' Alternately, 'Sure, so you can sit back in safety while I take all the damage.'
This leaves me in a (for me) confusing spot. While I tend to do my best work in MW games as a slow brawler or a fire-support 'mech, it's sometimes hard to get a firm grip on what, exactly, I should be doing. If I close in- particularly with all the poptarting and ERPPCx2+Gauss or AC/40 cheese going on- I tend to faceplant, right and properly cored within a few seconds (and I'm not sure if this is more to do with using the Quickdraw or some kind of hitbox issue the game has). If I hang back, I can't find targets (paritcularly when Coward's Ridge is in the middle of the battlefield or if we're on River City) and often get jumped by Spiders and Jenners, neither of which I can ever seem to deal with no matter what I'm driving.
I think the overall point, though, is- how do I find the right pace to go at, the right range to be seeking? Should I be shifting more armor to the frontside of my torso and just accepting that light mechs will ruin me unless they're Ravens? How far do I push? Should I actually be sticking with the main mass of mechs, despite that I always seem to die right away when I'm there, no matter what I'm piloting?
I'm trying to be more 'direct' fire support than 'indirect', but performance overall is terribly inconsistent, so I'm never sure which games to take lessons from and which to write off as having been a bad set of circumstances.
....and seriously, why do I seem to only take damage to my center torso four out of five games? That one I -really- can't figure out.