

How Do I Scout Without Dying?
#1
Posted 15 February 2013 - 09:34 AM
When someone says "scout", what am I supposed to do? If I'm not the only ECM, I run up front and try to tag the targets, but do I stay up front and try and keep something tagged (usually resulting in my sudden death even when I try to dodge and weave), or run back to the group and not die? If I'm the only ECM, I usually try to park my butt behind the friendly neighbourhood fatlas and cover the group with it, but even then, I don't know for sure what I should be doing.
If I'm engaged with another light, should I just keep doing the circle-SSRM thing like they are? If I try to run back to the group, I just get shot up by the chasing light.
Thanks!
#2
Posted 15 February 2013 - 09:51 AM
"Scouting" is one of the most useless thing to be doing in this game ("herp derp, i'm scouting!").
Look at it this way:
Heavies, and especially assaults, are the backbone of your army. They will be doing most of the heavy lifting. Mediums are like smaller, weaker assaults - they don't have the armour, or the firepower of their big brothers. What they have, is mobility - and unless you use that to your advantage, you are essentially piloting half an assault 'mech.
To use greater mobility, you have to apply your firepower where it matters.
A light 'mech, is that concept taken to the extreme - the most mobility with the least firepower.
The word you are looking for is not "scout" - it's "harass". Pop out behind (or on the flank), and get their attention. Make them come after you, and disappear. think of it as an equation.
in an 8v8 scenario, if you make 3 enemies come after you, the fight on the front lines is 7v5 in favour of your team.
The biggest downer here is the fact, that most people you will be playing with are ********, and will never take advantage of the opportunities you create for them.
Also - what are you running on your raven? If the answer is something else than 295XL with near-max armour, 3ML (or2ML and TAG) and 2SSRM2, then you're doing it wrong. Just for reference.
#3
Posted 15 February 2013 - 09:52 AM
As a first tactic I would say pop into view and try to target a few of them - perhaps through TAG - (without slowing down) and then retreat back to friendlies. Those tags should turn into spot bonuses. If you get in a circle fight, you are right. Most likely you will have to finish it.
#4
Posted 15 February 2013 - 09:55 AM
Then there's the harassment job of a scout. This is riskier and requires you to go closer to the enemy. As a scout you can't be expecting to kill like a heavy or assault. Rather you job would be to distract the enemy and get their focus off your team. A good example would be against snipers or LRM boats. When they're focusing on your team, it's extremely devastating. As a scout, you would want to run and attack them. Circle, figure 8, jump, attack, do anything to get their attention away from your team and on to you.
Another type would be instead of harassing a lone mech, it would be against a group of mechs. This is much more dangerous but sometimes much more rewarding especially against flankers.
Scouts can also kill other scouts, especially the SSRM Commando or Raven 3L. It sometimes may seem strange to prioritize killing an enemy scout versus an atlas or LRM boat, but you can expect enemy scouts to be doing the exact same thing as you thus the urgency to get rid of them. As a raven 3L, you can really kill enemy scouts with your combined lasers and SSRMs. Just keep circling while maintaining the SSRM lock. If you are fighting another ECM scout, counter ECM them and let those missiles fly. If two enemy mechs fight you and none have ECM, fight at your own discretion. If two or more fight against you and at least one has ECM, retreat back to your team.
Edited by Sunnova, 15 February 2013 - 09:55 AM.
#5
Posted 15 February 2013 - 09:57 AM
However 'scouting' to R-spot targets is still very useful if you have teammates with LRMs. If you don't want to be shot while spotting targets don't be seen. Enemies rarely engage mechs they don't even know are there.
Mechs only have front facing radar and front facing cockpits. You already have ECM so that front facing radar is usually useless in detecting you. That leaves only the enemy eyeballs to detect you. Flank the enemy and use cover. If you can get into a position to see them without seeing you (so slightly behind them to the far left or right, or just behind them period) you can spot them for LRM strike while the rest of your team is behind cover. This is effective in stand offs like around the broken ship in Forest or a hill stand off on Frozen. Once both sides are in steady contact with each other this kind of spotting won't matter so you should engage, your ECM will help disrupt the enemies ability to coordinate.
#6
Posted 15 February 2013 - 10:24 AM
Aggy, on 15 February 2013 - 09:34 AM, said:
When someone says "scout", what am I supposed to do? If I'm not the only ECM, I run up front and try to tag the targets, but do I stay up front and try and keep something tagged (usually resulting in my sudden death even when I try to dodge and weave), or run back to the group and not die? If I'm the only ECM, I usually try to park my butt behind the friendly neighbourhood fatlas and cover the group with it, but even then, I don't know for sure what I should be doing.
If I'm engaged with another light, should I just keep doing the circle-SSRM thing like they are? If I try to run back to the group, I just get shot up by the chasing light.
Thanks!
As a light, you never want to stand still. Fact is, most players use thermal vision, so they can see you even if you are using ECM. Your best bet is to run up ahead and see where the enemy is going, then regroup with your team and inform them. That's all that is necessary as most maps only consist of two highly utilized routes, very few teams straying from the norm. Once you see the enemy going one way, you can be 99% sure that's the route they're going to take. I recommend you use TAG only after both teams have "clashed" into battle. This way they are preoccupied. However before you do this you may need to focus on the enemy's light pilot first. Don't get to suckered into a SSRM circle, or "dance of death" as I call it. The dance of death works like this; the first to score a hit usually wins. That is if the enemy is a willing dance partner. Through experience you will get better at piloting and come up with superior maneuvers, instead of the dance to win light 1vs1 battles. For instance my RVN-3L carries 1xSRM6 and 1 xSSRM2. I a lot of times go from a circle to a figure 8 to shake the opponent, allowing for SRM hit. I would give more tips, however I find these 1on1 battles to be situational; based on the pilot you're facing plus the current battlefield layout. More than anything stay mobile and keep practicing.
Edited by StalaggtIKE, 15 February 2013 - 10:26 AM.
#7
Posted 15 February 2013 - 10:43 AM
1) Light harassment of slow mechs.
Doing this with some well placed shots will start beating up some critical areas of the big guys. In addition, every second that they're focusing on spinning around trying to find you, is an opportunity for a teammate with more armor and firepower to slug away at them. In addition, you can probably distract the other team's light or medium mechs away from a brawl.
2) Leading
This one can be harder since it requires some coordination from your teammates as well. If your team is set up in a good kill box, you need to convince your enemy to wander into it. By harassing the other team and pulling back towards the kill box, you can lead a number of mechs into it. All it takes is 2-4 to follow you and within under a minute the game is heavily in your favor, even if the smarter players on the other team hang back.
3) Base harassment
If you want to get an enemy moving some, go dink around on their base a bit. The key to this is to keep moving and bail at the right time. Sticking around will get you killed. While you're at it, on the way back, pot shot a few of the larger mechs as well. They'll think there's 3 of you running around instead of one and might be able to convince a few to go hunting instead of staying under cover.
#8
Posted 15 February 2013 - 11:02 AM
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#9
Posted 15 February 2013 - 11:39 AM
As a scout the first useful thing you can do is avoid dying. Too many scouts attempt to be brawlers when they aren't. Some pack a big punch (Commandos running 2xSRM6, for instance), some can ppc snipe, Raven's are excellent 'light hunters'. But at the end of the day absolutely ZERO light mechs have stand off and trade capability.
So what does this mean?
1) Pack a fast engine and as many weapons as you can. Then use speed to your advantage. Hit and then run. Don't fall into the very obvious "hit and run in circles around the big fat atlas trap" as you will simply run into their field of fire and get blazed to death.
2) Use your superior mobility to retain cover, hug walls, corners, stay under overhangs, etc.
3) ECM is tremendously effective for lights and should be taken whenever possible.
- note, this eliminates all jenners. Jenners are great mechs but are harder to use effectively for new players. The remaining light mechs only have 1 variant per that supports ECM. Raven 3-L, Commando 2-D, and Spider 5-D.
4) Don't be an *****. 150 kph and ECM doesn't make you invulnerable. I've seen entirely too many light mech jocks run across an open killzone/field and get lit up like a christmas tree due to hubris or lack of intellect.
5) Spotting - use thermal - you can generally track targets further out. Communication is key, so either type really fast or run with a group/preform that you can use voice comms with. Use target ID's (A-H, located above targeted enemy) and grid ID's (F5,E6, etc). Example: "I have multiple heavies going E6."
6) When spotting, don't stand in the open long. Pop out, look, pop back.
7) once your team has engaged the enemy, you are not needed for spotting in most cases. This means you can do several things:
A) rushing through enemy lines to disrupt, shooting targets of opportunity

C) capturing objectives
D) doing things to be a nuisance.
Proper scouting is a difficult, thankless job. It requires effective use of cover, a good mech build, and lots of communication with your team.
#10
Posted 15 February 2013 - 11:59 AM
The thermal vision as a spotting tactic is something I didn't think of at all though. I only turn it on in frozen city and river city night, but I'll definitely try to use it more - it makes too much sense.
For the record, I'm running the "standard" raven 3L - XL295, 2 ML, TAG, and 2 SSRMs. Only thing is I can't afford the double heat sinks yet. I also have a Raven 2x for unlocking that has my spare XL210, MLs, and either SRMs or SSRMs depending on what I'm feeling. For that one, I definitely feel the slowness dragging me down, but the extra lasers are kind of neat. Going to grab the 4x then work on finishing up those mechs.
#11
Posted 15 February 2013 - 12:06 PM
#12
Posted 15 February 2013 - 12:14 PM
But I've found the key to running light is in hit and run. If you are tying to focus on enemy mechs (especially TAG, which requires you to keep on target) you are leaving yourself exposed. As has been said - heavies and assaults are terrible at turning, so your best bet is to keep zipping around them. And don't just run in circles either - that's way too predictable and easy to counter. You are much better off running past, firing a salvo or two, and running off into cover.
#13
Posted 15 February 2013 - 12:31 PM
#14
Posted 15 February 2013 - 01:00 PM
Aggy, on 15 February 2013 - 09:34 AM, said:
"Scout" means "go find the main body of the opposing team and tell us their grid location".
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Covering your team with ECM is pretty much the opposite of scouting - you stay with your team, try your best not to die, and take pot shots at the enemy if opportunity presents itself.
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It's situational. If you decide to disengage, don't just run away in a straight line - zigzag (Raven has 120 degree torso twist, so you move at roughly 60 degree angles from your intended course in order to shoot at someone directly behind you) and use your torso twist to return fire.
#15
Posted 15 February 2013 - 02:40 PM
#16
Posted 16 February 2013 - 04:53 AM
Against LRM boats, if I can get behind them, really, really close, I try to time my weapons fire with their missile fire. LRMS can sometimes cover the sound of the weapons hitting them.
As far as scouting, always, always use cover, go in behind the enemy and call out their positions. DO NOT CAP immediately. Wait until the enemy is engaged and then go ahead and cap. I generally wait until BB says "Enemy Base Is Being Captured" three times and then I run off.
When TAGging, tag the enemy that you think the LRMS will be able to hit. Remember that the max range on LRMs is 1000m. Tagging a mech that's 1500m away from where your LRMS are does nothing, expect maybe make a noob waste missiles. Also, if you tag an enemy at the back of the group from behind, he'll have no idea that he's even been tagged. However, he will have a little '+' by his mech, which if any enemies see it will recognize it and begin to look for you. Tag the guys in the back and there's less chance of anyone noticing. Tag somebody in front and you can probably expect a pretty bad match. The only danger about tagging somebody in the back is that it gives the enemy AMS systems potentially enough time and space to work to completly eliminate your buddies' lrms. It's a risk that I feel is worth it. If no missiles are getting to him let your lrm boat know that.
#17
Posted 17 February 2013 - 09:59 AM
Aggy, on 15 February 2013 - 09:34 AM, said:
When someone says "scout", what am I supposed to do? If I'm not the only ECM, I run up front and try to tag the targets, but do I stay up front and try and keep something tagged (usually resulting in my sudden death even when I try to dodge and weave), or run back to the group and not die? If I'm the only ECM, I usually try to park my butt behind the friendly neighbourhood fatlas and cover the group with it, but even then, I don't know for sure what I should be doing.
If I'm engaged with another light, should I just keep doing the circle-SSRM thing like they are? If I try to run back to the group, I just get shot up by the chasing light.
Thanks!
Once upon a time in closed beta, scouting was one of the most useful things that could be done in the game. Also one of the better paying things.
Ever since ECM, the prospect of scouting has been neutered. Raven 3-Ls became the advent of the field and since they were highly combat viable with ECM, no one scouted.
PGI's brilliant solution? Enhance Tag range since scouts weren't using them. The LRM users tagged their own targets. Further making scouting useless.
With the upcoming larger maps, scouts may again become useful but at this stage, there is no real benefit to being a scout except in a 4-man premade with slow moving ranged builds (they need someone to help them set up shop) or in full 8-man groups.
Lights used as scouts in a full 8-man mission. (With me as a missile boat.)
What scouts are used for now.
What I use a real Raven (the 4x) for..
#18
Posted 17 February 2013 - 02:13 PM
#19
Posted 17 February 2013 - 02:53 PM
ElLocoMarko, on 15 February 2013 - 09:52 AM, said:
Perfect advice. Spam the R key when you encounter the bulk of the enemy force, then get out and play the rest by ear. If you are counter-scouted with other scouts, head back to your own force. No point in taking on the whole enemy team, you'll just explode and look feeble to everyone else.
Once the battle is joined in earnest, scouts make excellent harassers. Nuisance cap, hunt LRM boats (or PPC boats as they become more prevalent), and play like a soccer hooligan and kick as many people in the back as possible.
#20
Posted 17 February 2013 - 02:59 PM
1.
a. distract enemy forces by either running in before main fight or starting the capture, be vary of enemy lights so it's best to go for cap for a second and then bug out
b. protect the main force with ecm if there is little or none
2. survive to the end game and kill the mechs that are pulling from the main fight
3L is a easy mech to pilot; but you need to know where you can run to when things get hairy. Never run in straight line and get from cover to cover. Never stop but slow down slightly to out maneuver your opponent. Do not skyline yourself on the ridges. Kill spiders and commandos with impunity. Fear the 6xsrm6 catapult or a master jenner pilot.
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