Author Topic: Pro Tips Thread  (Read 31339 times)

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Offline (TLL)Siilk

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Re: Pro Tips Thread
« Reply #90 on: March 05, 2010, 04:55:52 AM »
 No, 20 tends to loose altitude faster, thus requiring more crosshair elevation to hit the target at the same distance as 10. I recommend you to do some target practice with Atlas C, as it has both 10 and 20 UACs, so you can easily compare their trajectories.



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Offline SquareSphere }12thVR{

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Re: Pro Tips Thread
« Reply #91 on: March 05, 2010, 06:44:20 PM »
AMS tip #1:  The AMS works best when pointing at the incoming missiles, meaning you should be looking at them.  Combine this with backing up there by giving your AMS a few more seconds to shoot them down.

Saw a Bushy do this and it took down all 15 missiles from my Raven B ELRM config.

AMS tip #2:  AMS will overlap each other even if the missiles are not fired directly at you.  This means you'll gain the benefit of AMS just by standing next to a mech/vehicle that has one.  Group several AMS units together for maximum effectiveness.
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Offline Seraph

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Re: Pro Tips Thread
« Reply #92 on: March 05, 2010, 08:08:19 PM »
AMS tip #3: The turret is most effective when not moving around. Since the turret is connected to the torso, moving the torso will throw the AMS aim off.
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Offline RabbidFerret

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Re: Pro Tips Thread
« Reply #93 on: March 06, 2010, 07:16:44 AM »
Battlefield awareness is the name of the game. Know where the enemy is and where your friendlies are.

If you want to stay alive, avoid being alone and avoid over committing. Play like you are a walking piece of paper with big guns and you will find that it's easy to maintain a decent K/D ratio.
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Offline =KoS=toasterpastries

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Re: Pro Tips Thread
« Reply #94 on: March 17, 2010, 11:05:22 AM »
Stuck in a circle of death with a mech much faster than you? You CAN just keep spinning around and trying to catch up....OR
1. Slow down, your leg turn rate increases with less speed, and you'll close the gap between him and your crosshairs quicker.
2. Slam the brake, throttle backward, turn and backpedal out of his circle. This can throw him off long enough for you to alpha strike and end it.
Remember MASC works in reverse also, and a sudden reverse in momentum can equal a quick upper-hand.

Also, using "i_mouse_accel 0" in the console will let you customize the mouse sensitivity range. I bumped mine up to "i_mouse_accel 1" and got much more responsive aiming. 2 and beyond that are way too sensitive to be accurate with IMO. The mouse sensitivity slider in the options kind of serves as a fine-tune based on what is set here.
(You may need to enable full console access to do this with "con_restricted 0")


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Re: Pro Tips Thread
« Reply #95 on: March 17, 2010, 03:48:20 PM »
Good one toaster.

On the same note, a player can just turn 180 degrees and change the flow of the circle, this give two advantages
1) for a brief period the pilot will be running parallel or at an intercept angle with his enemy
2) changed the torso position to help spread the damage, Circle of death tends to wear away at one torso location
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Offline (TLL)Siilk

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Re: Pro Tips Thread
« Reply #96 on: March 17, 2010, 04:34:49 PM »
Good one toaster.

On the same note, a player can just turn 180 degrees and change the flow of the circle, this give two advantages
1) for a brief period the pilot will be running parallel or at an intercept angle with his enemy
2) changed the torso position to help spread the damage, Circle of death tends to wear away at one torso location

 A useful technique, indeed. But it must be used with caution, as during the turn you will expose your CBT to the enemy for a brief amount of time. If your CBT is already damaged you risk losing your engine that way.



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Offline DFDelta

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Re: Pro Tips Thread
« Reply #97 on: March 22, 2010, 03:58:54 PM »
Some tips for BAs that have not been mentioned yet (I think ;D):

Combat in general:
  • Never stand still outside of cover.
    Even if you are behind a distracted enemy shooting at his rear armor, you never know who else is aiming at you.
    Moving around at least gives you a small chance to reduce damage enough to have a chance for retreat.
  • Always make sure you have some sort of cover not more than one JJ-charge away.
  • Even tough it seems like a lot of work, try to learn what mechs/vehicles carry some sort of enhanced sensors.
    Though most BAP units have variants carrying BHP, too, making it impossible to know how far you have to stay away without seeing it first, it is always a good start to at least know where to keep some distance.
  • It is even more important to know what mechs carry C3. It is always bad if you get LBL-headshoted because you accidentally stumbled into a Owens sensor range and a Novacat saw the Dot on his radar transmitted by the Owens.
  • Never empty you JJ charge all at once if not for jumping onto or over something.
    For travelling or combat use repeated short bursts. They create more forward momentum, making you faster and allowing you to cross more terrain with one JJ-charge (you can even keep up with slower heavy mechs that way, and you are faster then assaults), they allow more air control and prevent you from being an easy target while falling down, staying low drastically reduces enemy chances to notice you from far away.
  • Stay away from anything that carries a Flamer... far away...
  • Standing on an enemy is a good way to take them out without danger, but it is also a good way to get yourself killed by your teammates.

Weapons:
  • You have C8, use it. A single explosive does almost as much damage as a gauss slug. (A C8 + mPPC combo does more damage than a gauss, and C8 + mPPC reloads faster)
  • Learn how to use Infernos. Throwing them at a Partisan Prime on Clearcut is a wasted effort, but hitting an Awesome duelling with another mech is a good way to take it out. (Even more on Inferno or daytime Extremity)
  • The mPPC is a strong weapon, but few people realise it can be a real livesafer. Use its massive recoil to dodge shots and ruin your enemy's aim. I can't count how many a quick shot to the side saved me from AC20 shells and PPC bolts smashing into the ground where I just stood half a second ago. It can also be used to quickly close the gap between you and a backwards walking mech.
    (I think I have fought 1 vs 1 battles against mechs where I fired at least 15 mPPC shots, but none directed at my enemy)
    If timed right together with you JJ you can use your mPPC to stay flying on Extremity for an infinite amount of time.
  • The Bearclaw is not doing any real damage against ground vehicles or mechs, but it can destroy BA, ASF, VTOL and Calliopes (!!!) within mere seconds.
  • Your first AC2 shot always hits right in the center of your reticule, and it takes about 0.7 seconds for your BA to be steady again after shooting. Practice a little and you can fire a lot of shells with high precision.
  • Your AC2 Shells travel far further than their max range. You can still hit targets up to 1000m away. And since the shells are almost impossible to see you can easily destroy LT, M-Boats and other stationary targets without anyone noticing what just happened.
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Offline (TLL)martinroshak

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Re: Pro Tips Thread
« Reply #98 on: March 25, 2010, 01:41:10 AM »
Thanks for those tips DFDelta, they seem to work well for you, I recall you from some BA duels we've had on the TTL TX server, and I never won :P

And, by Bearclaw do you mean Bear Autocannon?  If so, interesting, I'll give AA duty a go some time ;) LOL

I'll vouch for the AC2 accuracy too, I've been hitting a MK II from 1000-1200m before and the guy couldn't believe it.  Obviously, I wasn't doing a ton of damage, but it was enough ;D  And at that range, they have no chance of hitting you basically (they have to find you first...)
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Offline DFDelta

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Re: Pro Tips Thread
« Reply #99 on: March 25, 2010, 02:12:12 AM »
Thanks for those tips DFDelta, they seem to work well for you, I recall you from some BA duels we've had on the TTL TX server, and I never won :P

And, by Bearclaw do you mean Bear Autocannon?  If so, interesting, I'll give AA duty a go some time ;) LOL

I'll vouch for the AC2 accuracy too, I've been hitting a MK II from 1000-1200m before and the guy couldn't believe it.  Obviously, I wasn't doing a ton of damage, but it was enough ;D  And at that range, they have no chance of hitting you basically (they have to find you first...)

Yeah I remember them, too. You kept dodging all the time and i had a hell of a time actually hitting you  ;D

Unfortunally the Bear Autocannon has a short range of about 250m, but if you by any chance come into range a Hawkmoth or a Sulla will be down before your Bear AC runs hot and stops shooting. I have shot down quite a few VTOL that way, because they were dodging something else and came low enough that I could reach them with my JJs  ;D (or blasted ASF that came down in a bombing run)
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Offline Taurus

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Re: Pro Tips Thread
« Reply #100 on: March 25, 2010, 03:42:00 PM »
Requesting Pro tip: How does the game handles lag ? Is it like MW3 or MW4 ?

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Re: Pro Tips Thread
« Reply #101 on: March 25, 2010, 07:38:55 PM »
Requesting Pro tip: How does the game handles lag?
If game looses signal on your side each unit follows it's current trajectory till it receives data packet with new position, speed, rotation (and many other) informations. This sometimes may lead to large teleporting, but sometimes you won't notice any difference (lag when all you see is slowly moving assault mech is impossible to notice, lag when brawling or AA is a hell).
On the other side - server and other players - game do similar thing - keeps remember your last speed and rotation simulating your movement as if you wouldn't change anything. This command has priority, so sometimes it happens that you cannot control the mech, but you see other moving (packets with other people movement have priority over your commands - that's also because people's download speed is higher than upload, so it's easier to get updated others position than send your position update to the server).

How it's calculated on the damage - I don't know... my guess would be that server receives packets with everyone's movement and orders, if lag occurs for player A the server approximates position basing on available data and - when someone fires at player A - inflicts the damage to approximated signature of moving unit - so lagger is in disadvantage till the moment host receives new packet of data and "teleports" the unit to his new, proper location, giving player A an advantage. Thanks to this player doesn't see himself being moved all around the map, but only other players do for him, and both - lagging player and fine player have their moments of advantage.
  While both players have lags the server receives data packets, approximates positions basing on data, and inflicts damage from weapons fired during the approximation of another player - making it very so it's hard to hit another because noone really knows when the "teleport" moment will occur... therefore: never duel with player who has high ping while having high ping yourself - it becomes random.org game.

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Offline (TLL)martinroshak

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Re: Pro Tips Thread
« Reply #102 on: March 26, 2010, 03:14:17 AM »
Yeah I remember them, too. You kept dodging all the time and i had a hell of a time actually hitting you  ;D

I like to make you earn your kills ;)  I've got the evasion as a Ba player mostly down pat it's just the hitting other BAs now that I have to work on (consistency mostly xD )
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Re: Pro Tips Thread
« Reply #103 on: March 26, 2010, 07:23:55 AM »
buddy up!,pay attention what your team mate's mech type and puchace a mech that complements that mechs ablities.

a good example, a raven for c3 and 3 to 4 guass vultures for ecm and well guass..

 
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Offline Taurus

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Re: Pro Tips Thread
« Reply #104 on: March 26, 2010, 04:35:03 PM »
Requesting Pro tip: How does the game handles lag?
If game looses signal on your side each unit follows it's current trajectory till it receives data packet with new position, speed, rotation (and many other) informations. This sometimes may lead to large teleporting, but sometimes you won't notice any difference (lag when all you see is slowly moving assault mech is impossible to notice, lag when brawling or AA is a hell).
On the other side - server and other players - game do similar thing - keeps remember your last speed and rotation simulating your movement as if you wouldn't change anything. This command has priority, so sometimes it happens that you cannot control the mech, but you see other moving (packets with other people movement have priority over your commands - that's also because people's download speed is higher than upload, so it's easier to get updated others position than send your position update to the server).

How it's calculated on the damage - I don't know... my guess would be that server receives packets with everyone's movement and orders, if lag occurs for player A the server approximates position basing on available data and - when someone fires at player A - inflicts the damage to approximated signature of moving unit - so lagger is in disadvantage till the moment host receives new packet of data and "teleports" the unit to his new, proper location, giving player A an advantage. Thanks to this player doesn't see himself being moved all around the map, but only other players do for him, and both - lagging player and fine player have their moments of advantage.
  While both players have lags the server receives data packets, approximates positions basing on data, and inflicts damage from weapons fired during the approximation of another player - making it very so it's hard to hit another because noone really knows when the "teleport" moment will occur... therefore: never duel with player who has high ping while having high ping yourself - it becomes random.org game.


Believe me, random.org was MW3, you just had to have 100 ping to have to aim into thin air to hit an enemy. I cant get pings better than 150 ms on any populated server due to my location, so what I take from your reply is that movement is done client side, but hits are done server side ( a hit on my screen isnt always registered ), right ? Well thats a bummer coz if thats true, low ping = win.