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  1. 1. Minimize the time you spend repairing by using orbs whenever possible—this allows you to avoid making yourself vulnerable and also put out more damage by staying in battle longer. You’re virtually useless to your team while you’re holding C, so try to repair on orbs to reduce downtime and plan your movement around them to keep your armor topped off. This is really one of the most important pieces of advice I can give, especially if you’re fighting multiple people at once or lots of enemies back-to-back.
  2. Effectively using orbs is key to coming out on top in difficult situations and surviving prolonged fights without retreating. It’s often good to throw a Repair Charge a small distance from a preexisting orb if you’re planning to do damage out in the open so you can strafe back and forth more easily while still staying within extraction range.
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  4. 2. Check the scoreboard frequently and know how to use the info on it to your advantage. I’ll briefly go over the various sections and how they can be used to help make decisions.
  5. First up is class—knowing this lets you choose mechs based on the choices of the rest of the players in a match. This allows you to, for example, complement your team’s composition or pick a mech that will be able to fight at ranges the other side isn’t strong at. This column also indicates if someone is spawned in, which lets you make decisions like whether to push as a team or if there’s the possibility of running into more enemies if you decide to try to chase a player down.
  6. Second is the nemesis/dominating column. This information isn’t too important for most of the game modes, but in deathmatch, the nemesis kill points can add up quickly. Deny them to other players if possible and prioritize your nemesis when you can.
  7. Third is callsign—this won’t be useful until you’ve been playing a while and start to recognize people by name. After that, this column gives you an idea of who to watch out for and which mechs you should consider that best counter the choices they’re most skilled with.
  8. Fourth is ping. This can be useful in addition to score in determining how aggressive you can be against certain players and which mechs will be effective. For example, light mechs, especially the Scout and Berserker, are often disproportionately powerful against players with high pings, so you can easily exploit this to rack up kills.
  9. Fifth is score. This often tells you who the biggest threats and easiest players are. Use it to help assess how much of a fight people will put up and make decisions about your aggressiveness accordingly.
  10. And finally, sixth is your personal stats. Use these to gauge your own performance and help determine whether you might be better off switching mechs.
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  12. 3. Normally when you use a jump pad, you make yourself a very easy target due to your predictable trajectory, inability to use your thrusters until your peak height, and the sound pads make when triggered alerting enemies to where you’ll be even if you’re off radar. How do you get around these issues? Cancel your jumps partway with Air Compressor or Air 180. Both will negate your upward momentum, allowing you to hover and air dodge to various places. It’s especially useful on Origin—the video that’s been playing shows all the different places you can get to from one pad.
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  14. 4. Stand at the back of shields opposite the player you’re fighting—you won’t get hit by an EMP if one is thrown at you, but you’ll still be protected from damage.
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  16. 5. Watch out for holes in cover—I’ve gotten a lot of easy kills on repairing enemies who thought they were safe behind what appeared to be solid objects. Here are some examples of what I’m talking about on a few different maps:
  17. As you can see, many common pieces of cover protect you incompletely. Be mindful of this when behind them, especially against Sharpshooters, Reapers, and Predators.
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