This thread is for discussing builds, maps, and gameplay strategy for the multiplayer game Mechwarrior Online. The general thread can be
found here
So you always wanted to be like the guy from the intro to Mech Commander, huh?
http://www.youtube.com/watch?v=t8mOiRLQB6E
I'm sorry, in MWO you don't get the sweet uniform or the stern superior officer looking over your shoulder, but you can use tactics to outwit your opponents to bring your team to victory.
This is the place to discuss builds, maps, and gameplay strategies. The purpose of this thread was to not muck up the general discussion thread with "serious business" chat since not everyone wants to be that involved in the business of stompy robots.
Speaking of Serious Business, here are some times where folks will try to congregate on Ventrilo (you should know the password)
Sunday at 1pm PST/4pm EST/8pm GMT/9pm CET
Tuesday at 2pm PST/5pm EST/9pm GMT/10pm CET (or after the servers come up on patch day)
Thursday at 7pm PST/10pm EST/2am GMT/3am CET
We have our own mechlab, and it's pretty great! You should use it for discussing builds. Here's a link to the
Oosik Mechlab.
If you'd like to share a mech, please
submit your build here
If you'd like to view submitted builds,
you can find them here
The Oosik Recommended Builds Master List got way too big for the OP and I didn't think ahead to reserve space at the top of the thread, so if you want to review, them,
visit this part of the page!
Ever wanted to know where exactly your target's head hitbox was? Whats the best way to grab yourself a Raven drumstick? Here is a handy
hitbox location guide on the main forum.
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General Guidelines:
1. Play to have fun first, and to win second (guess what, winning is more fun than losing!).
2. Be courteous to your fellow Oosik.
3. Communicate. Talking helps your team. Don't spam the channel with off topic chatter during matches.
4. This is a team game so please play as a team member.
5. Listen to your Drop Lead. If you have a problem with his/her tactics, bring it up in the After Action Report.
6. Be prepared to lose.
7. Be prepared to discuss losses and how to improve mistakes.
8. Take and give criticism with tact. The only dick you should be is an Oosik. Be constructive.
9. Know and play your role (scout, brawler, support, etc...).
10. Leave your egos behind.
11. Keep whining to a minimum. Yes this game has flaws and we know of 99% of them. I understand you're upset, just don't go on and on and on and on and on and on and on and on... ad nauseum.
12. Speak up and let your voice be heard. You may have a great idea that no one has thought of. We'll never know unless you open your word hole.
13. Feel free to talk shit to the other team but do so in a jovial manner (see #8).
14. Don't bash or belittle any fellow Oosik for poor performance. Bad games happen. Lag happens. Crying babies happens. Mid game oral stimulation Other, unknowable things happen.
15. Drink but don't get trashed. You're no good to us as a oozing pile of slobber and vomit.
16. If you miss out on the 8man action, don't be upset. They'll be other times. Don't take it personally either. We have no intention of leaving anyone out like we all were in elementary school.
17. Practice how you play. Use 4mans as an opportunity to tryout new builds, tactics, drop recipes, etc...
So we keep organized in Vent:
1. Start in the bottom MechWarrior Lobbies (L6) and fill upwards so we don't pester non srs bsns people.
2. Everyone's welcome! First come first serve, no shenanigans.
3. First person in the Lobby puts "Serious business!" in their comment, and is charge of keeping a waiting list in their comment, if peeps are waiting to join, but there aren't enough to make a second group.
4. Someone else should advertise what roles we need filled if there is room in the party (cause long vent comments).
Posts
Example:
Reaper D-DC
Gausscat
LLascat
This way, those who aren't looking to get creative can just come here and build what already works. I'd also like to see a short description on how the fire groups are laid out.
https://docs.google.com/spreadsheet/ccc?key=0Aj12sAkAZL97dGJuMHZuS3lRMmlfOUlFM1lnNHZkZkE#gid=0
None of those are truely vetted by the community (us) save for a few exceptions.
In my opinion, you go for the smaller mech as it's a force multiplier for the big boy. Also allows your lighter mechs to effectively flank their big guns.
For me, it's the biggest, easy target, threat.
Agreed, provided the big boy isn't a D-DC Atlas with ECM, or a Splat/Gauss/KC20 Cat. I'd argue that given the over threat those pose, they should be priority targets over anything else, unless you're in a Light/Cicada engaging another light/Cicada.
Contributing writer at Marooner's Rock
Twitch broadcasting! Currently playing through Wing Commander: Privateer
Pinny Lanyard
At the current metagame, I'd say your first priority is eliminating anything near the main force stacking large amounts of SRMs, priority two is anything that has a nasty alpha ([gauss/boom]cats, poptarts, jagerbombs*) that is close enough to make easy shots, priority three is LRM boats and lights that are harrasing your team, then the rest.
@NotoriusBEN had a great point on the main board about dealing with LRM boats
ECM is probably used 90% of the time as an LRM shield, but if you're running ECM and you notice the LRMs don't have enough protection, it may be possible to have an ECM mech hang out near the LRMs for a few moments (even if not directly targeting anything and drawing attention to itself) to allow the team a chance to maneuver to better cover or attempt to crash the flank of an enemy without angry exploding bees swarming all over.
*can we start calling jagermechs stacking gauss jagerbombs? since they explode hilariously when you hit them?
It is better to act decisively on a wrong course of action than to not act at all trying to figure out the best course of action. (It should be stressed that sometimes the best course of action is NO ACTION as well. Hunker down and let the enemy come to you). Sun Tzu is an asshole of a teacher...
That said, recognizing priority builds can lead to a better course of action among your team.
Guasscats
AC20cats
splatcats
streakcats
raven-3Ls
quintStalkers
Atlas Reaper-builds
ECM capable mech-variants
I usually pilot a light mech, so the only real mechs I need to worry about 1v1 are raven-3Ls and other ECM capable light mechs. I do worry about these other builds because they can fuck up your team in short order and as a light, I dont have the firepower to kill 5 70+ton mechs.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Mech, designation, grid, grid position.
examples:
Splatcat, Bravo, Delta 3, centre
SRM Stalker, Delta, Echo 3, corner of Delta 4.
Shitty fucking Raven 3L, Alpha, Bravo 5, side of Charlie 5. DIE DIE DIE.
This should give players instant information as to whether they should break from their current target and come and help your sorry butt.
Players could maybe reply in the affirmative, silence would mean you're not getting any help buddy! If your butts getting torn up, then start pleading and maybe someone will take pity
Thoughts? Hatred? Sexual favours?
http://steamcommunity.com/id/pablocampy
If there are no clear landmarks, your system is best. But it's clearer for most with "Splatcats at killbox" instead.
I agree except you should include the letter designation. "Bravo's a Splatcat in the killbox".
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
This sort of system has seemed to work pretty well so far. Although I've normally been calling the chasis, it's call-sign and then just "D4". Unless it's solidified that it goes <Chasis> <call-sign> <Full Grid coordinates> I could see there being confussion of "Well, which is the Atlas, Bravo or Charlie?"
Even if you don't get help, letting the team know where you are when you were destroyed by a full lance and what that lance consisted of can be a great help later.
PSN : Bolthorn
That's how I've been doing my target calls for a long time now and I'd be totally ok with more people getting into that habit.
[quote]1. Sun Tzu said: Whoever is first in the field and awaits the coming of the enemy, will be fresh for the fight; whoever is second in the field and has to hasten to battle will arrive exhausted. 2. Therefore the clever combatant imposes his will on the enemy, but does not allow the enemy's will to be imposed on him.
(One mark of a great soldier is that he fight on his own terms or fights not at all.)
3. By holding out advantages to him, he can cause the enemy to approach of his own accord; or, by inflicting damage, he can make it impossible for the enemy to draw near. [/quote]
Lots of common sense stuff in here.
you can see it as well, when we try to bait enemies over ridges or to over-commit their position in number 3.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Sun Tzu continued to write:
This thread is gonna make me pull out my copies of The Book of Five Rings, The Art of War, and The 33 Strategies of War isn't it? On that note, those books should be required reading for every online PVP gamer ever.
Yeah, we've all been a little lazy about it. I wonder how many cookies and cases of Red Bull it would require to get a google doc database hooked up to MWOOSK.
Likewise, it can make a big difference even on the smaller maps. If you can call an obvious position by description e.g. the killbox on Forest you definitely should as it'll be quicker.
http://steamcommunity.com/id/pablocampy
"Hey Caster, move."
Pick a direction and give me a "Caster, break Right/ break Left." That makes it a lot easier to clear a fire-lane.
Contributing writer at Marooner's Rock
Twitch broadcasting! Currently playing through Wing Commander: Privateer
Pinny Lanyard
Is this of interest?
I have ecm, and I still have a deep aversion of going along the open route of caustic.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
I for one don't care as a win is a win. Don't play to fight. Fight to win. Do what ever necessary to win (without cheating). Be patient if you have to and don't get left by yourself. This is why (IMHO) 8 man teams need to be thought out to try and cover all situations and should be broken up into roles. Know your roles and execute to the best of your ability. Don't be afraid to retreat and regroup with another friendly force. If the opposing fire is too much, disengage and try to take up an advantageous position. Hit them where they are the weakest and maximize damage.
of course we are probing the enemy so that we can move to engagement ranges, but if the enemy has an overwhelming majority of guass and lrms, I see no reason to close with them if there is open space between us.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Is it bad that I was thinking of pulling out my copies as well?
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Yes yes! Someone mentioned that there were maps somewhere with all the landmarks labelled, this would also be extremely valuable. Calling landmarks means so much more to me than grid locations. Though, sadly(?) I'm starting to memorize grid locations too.
Also, Tzu 16 speaks to me. I'd be interested in analyzing the maps for new kill boxes. It's getting to the point where we can assume the enemy is in one of a couple places, so finding a new place to be would be a big advantage, especially if it's between the normal spots and we catch them marching through unorganized.
Along these lines, in river city, upper and lower is a good starting point, but I think we need to be more specific about where we choose to engage. Those apartment buildings are big enough that being on the wrong side of them means cattle chute style death; and everything devolves pretty quickly into an all out brawl.
In the few games I played last night, 4 were on alpine. And when you start on the non compound side, you get to Epsilon second. This usually means that your team sits on behind the ridges and plays peek-a-boo for the rest of the match, until someone realized that you;re behind on caps and everyone goes frantic and over the wall. It usually ends in a slaughter or losing to cap points.
Also smurfy has all the maps with overlay here. Maybe we could screen cap them so we can write landmarks, kill boxes, stagnation lines (described above) and general strategies (plays!).
http://mwo.smurfy-net.de/map#n=alpinepeaks&m=conquest
From what I can find/remember:
Forest Colony OG killbox
River city alleys
River city tunnel
Frozen city tunnel
Frozen city paths (the northern approach to Theta)
Caustic caldera (although it's not hard to escape from there and it's got 360* of paths in and out)
It's not just scouting though - it's also about being unpredictable: feinting, and so on. These are arguably much harder in the game, but can, situationally, give you a great advantage. For example, we had a short discussion about using inuitive knowledge of the bigger guns' firing delays to zigzag right in time to avoid that next, carefully lined up AC/20 shot, or SRM volley. Jumpjets are great here. Suddenly you/your cockpit is not where they were aiming anymore, and it's moving in a completely unconventional direction - vertically!
A good pattern of mind to get into (not just in the game! Hah.) is to always seperate habits and actions. Let habits guide you, but not control you. Most people take the obvious routes, e.g. around the ship in Forest Colony. Approaching from the right side, by swinging wide to the left, you can sometimes get clear shots from large distance at people hiding behind it, because they don't expect anyone to walk out that far.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
The killbox is on Forrest Colony. It's the open area betwee the opening for the tunnel and the arch and an opening towards the Theta cap point.
Specifically, it's D7 on the map.
So, do we want to start talking about team compositions and mech roles? Off the top of my head, I'm thinking:
Anvil: 3 Assault mechs, slow speed is fine. At least 1 D-DC for ECM, lots of firepower and armour, probably want AMS too. These guys just trudge toward the enemy, and kill things.
Hammer: 3 faster medium/heavy mechs, say 80km/h minimum. These are our flankers, they can cover the Anvil, attack from behind, or go cap a nearby point.
Tongs: 2 lights, preferably with ECM. These guys scout, spot targets, jam LRMboats, and cap points.
Suggestions?