ForeverChaos
08-15-2006, 10:43 AM
Alright, so I am fairly new to the game (2 maybe 3 weeks top) Which probably isn't much different then most players. Started off fiddling with different hound designs and jumped through a few squads till I found one I felt comfortable with and was active enough.
Now in all honesty, this squad has some potential but in my opinon is largely untested. Most combat has happened vrs computers not players. This is NOT because we don't want to fight humans, but rather we always seem to have a group of 6 playing and haven't successfully launched a 6v6 game yet. At any rate, the squad always asks me to be the TC when we enter a fight. And I enjoy the position so I have complied. It also helps that since doing TC we haven't lost a match, and due to this they are generally very good at moving to positions I ask them to go to because they trust my tactical ideas.
As a result of all of this, I have tried to improve myself in the TC role because heck, if I am gonna be a TC every match, I might as well be the best one I can. Also as a result I have tried a few varients of the TC designs. Here are the two i've had the most success with and why,
Scout TC, I use the double wheeled chassis from Morskoj and throw on the 1000 weight sal kar NA along with 4 storyline sal kar piles and 1 machine gun and 1 light machine gun. I use this for 3 purposes, first, it can distract and draw enemies (albeit somewhat dimwitted ones) into ambushes set up by the rest of the team, since I know exactly where I need to lead the enemy and exactly where my allies are positioned, It is easier then if I was to try and direct another player to attempt this. Sometimes the enemy doesn't always go in the right direction and the trap may need to be moved. Also I can pile the base if the opportunity arrises and finally I can ambush pile an enemy hound that's sniping or artying and not paying attention to their backside.
Light to Mid soldier, For this I take some midweight biped legs, think i'am again using the morkoj ones for this. (note not reverse joint for speed) I once again have the light sal kar na and 3 cannons, falchions I think they are. I have them set up to shoot a single, then a pair, and third group is all three of them. These cannons have HUGE punch and can really ruin a mech if they are well aimed and you manage to get close enough to them. I also mount a front armor plate to cover the lower end of the cockpit and the reactor. Yes the kickback can be issues if your to far away and firing the two cannon or 3 cannon group. With this design I generally run with the most talented/lethal of my squad, and break the team into two pairs along with 1 base defender and 1 support sniper/arty. I find I can take out mid and lighter mechs in a square off with little or no support from the team.
Since reading these articles I plan on trying to run an arty TC. This leads me into the second part of the discussion. We tested calling in arty from out of sight by spotters in a free battle. I found that when not engaged we generally got the arty to hit the target first shot, and at worst second shot. But when we attempted it with active enemies, it was pretty much undoable. Now I am sure this is just an issue of practice and control.
However I wanted your opinions on using indirect arty fire against a moving hound, Which arty weapons, and which ammo have you had the most success in this with. And what other ideas have you tried to try and improve the accuracy and speed at which to bring this arty fire in?
THanks,
I understand my experience is limited due to not often fighting against humans in a large combat situation and any of my suggestions or idea's should be taken with a grain of salt.
Now in all honesty, this squad has some potential but in my opinon is largely untested. Most combat has happened vrs computers not players. This is NOT because we don't want to fight humans, but rather we always seem to have a group of 6 playing and haven't successfully launched a 6v6 game yet. At any rate, the squad always asks me to be the TC when we enter a fight. And I enjoy the position so I have complied. It also helps that since doing TC we haven't lost a match, and due to this they are generally very good at moving to positions I ask them to go to because they trust my tactical ideas.
As a result of all of this, I have tried to improve myself in the TC role because heck, if I am gonna be a TC every match, I might as well be the best one I can. Also as a result I have tried a few varients of the TC designs. Here are the two i've had the most success with and why,
Scout TC, I use the double wheeled chassis from Morskoj and throw on the 1000 weight sal kar NA along with 4 storyline sal kar piles and 1 machine gun and 1 light machine gun. I use this for 3 purposes, first, it can distract and draw enemies (albeit somewhat dimwitted ones) into ambushes set up by the rest of the team, since I know exactly where I need to lead the enemy and exactly where my allies are positioned, It is easier then if I was to try and direct another player to attempt this. Sometimes the enemy doesn't always go in the right direction and the trap may need to be moved. Also I can pile the base if the opportunity arrises and finally I can ambush pile an enemy hound that's sniping or artying and not paying attention to their backside.
Light to Mid soldier, For this I take some midweight biped legs, think i'am again using the morkoj ones for this. (note not reverse joint for speed) I once again have the light sal kar na and 3 cannons, falchions I think they are. I have them set up to shoot a single, then a pair, and third group is all three of them. These cannons have HUGE punch and can really ruin a mech if they are well aimed and you manage to get close enough to them. I also mount a front armor plate to cover the lower end of the cockpit and the reactor. Yes the kickback can be issues if your to far away and firing the two cannon or 3 cannon group. With this design I generally run with the most talented/lethal of my squad, and break the team into two pairs along with 1 base defender and 1 support sniper/arty. I find I can take out mid and lighter mechs in a square off with little or no support from the team.
Since reading these articles I plan on trying to run an arty TC. This leads me into the second part of the discussion. We tested calling in arty from out of sight by spotters in a free battle. I found that when not engaged we generally got the arty to hit the target first shot, and at worst second shot. But when we attempted it with active enemies, it was pretty much undoable. Now I am sure this is just an issue of practice and control.
However I wanted your opinions on using indirect arty fire against a moving hound, Which arty weapons, and which ammo have you had the most success in this with. And what other ideas have you tried to try and improve the accuracy and speed at which to bring this arty fire in?
THanks,
I understand my experience is limited due to not often fighting against humans in a large combat situation and any of my suggestions or idea's should be taken with a grain of salt.