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moth
Guys... something wrong with my tactics......

I like brawling or even more that that. I mean I love running between the legs of bigger mechs punching it with my duble lbx 10 from my fast (more than 100Km/H) mech. But I always dying. I read all your brawling whitepappers and I min the best... dancing, turning, jumping I'm impredictable.... but ALWAYS after 1-2 minuts of dancing with 80-90 T mech I'm beeing shut down by knocking me down with gaus or AC. Nothing I can do... and my opponent is barely yellow or orange... something is wrong with that. That means only option in MW is to take big mek, pack it with big guns and take sniping actions, beacause when you are 30-45 tons and you are fighting with 90 T mek , even god itself doesnt help you to survice. Moreover - I dont see any difference between punching big mek by small mek and 2 meks same weight. It's unfair.

Someone can dance longer than 1-2 minutes with BIG mek 1:1 ?

Moth
Siegfried
If you're moving at 100 + kph, you're either in a gargoyle or driving something on the light side of the chassis'. This means that you will, unless you are piloting a gargoyle, take a lot of damage when you get hit. Eventually, no matter how good a driver you are, someone with his LBX 20, UAC 20 or gauss rifle is going to get a shot in and hit you and you'll go flying, it's an occupational hazard of brawling in a medium or light I'm afraid. Light brawlers are (in my often wrong opinion) best used as hit and run, the only time they should be in an extended brawling situation is when you're cornered and there's no way out. If you're lasting 2 minutes, your doing really well.
Ace Darwin
dancing with bigger mechs is always a fun thing, and it's far more satisfying when you drop in a server and proceed to spank the Assaults with something less than half their weight.

Plus if you want some real fun bolt a light Gauss on an uller and skin thr 999-1001 range with it. Jimmy used ot call me cheeky for that
Hazmat
Moth,

I remember most of those guides were written prior to the existance of the gargoyle and one or two even before there was a gladiator around. Of course you can beat a Daishi with a shadowcat as that's a walking building and just as agile as that. Stalkers will turn and face you quickly and Blood Asps have 360 torso twist so it's hard to beat them. In addition, when you brawl, you get splashed. Plenty. Small mechs will have more armor consumed from splash.

If I sound pesimistic about brawling may be because I don't particularly enjoy it. I engage at 700m and try to achieve the kill at 400-600m. Of course I never know what I'm doing so I usually find myself within 200m of the victim.

Success of brawling with a lighter mech seems to be measured by the score and crazy fun value some achieve, not by the kill/death ratio. If you get your fun from the kill (as I do) try to tech a heavier mech. My favorite is a Thor with 2 clbx20 and 1clbx10. Smaller mechs such as the Hunchback may be able to carry 3 lbx10 if you need to take mediums.
Azrael
Thor's Bah!

Hollanders furevar.......
moth
Personally I love HELLHOUND with dubbled LBX + 2 Flamers. But about 2-3 days ago Hollander kicked me 3 times in a row without beeing killed. Damn machine.... It was 1:1 fight.

moth
Narson
I very rarely have long range weaponry (often relying upon med/small lasers and a machine gun) so brawling is kind of important. First of all? Don't let your big heavy opponent lure you into a predictable circle, I find myself doing it sometimes, and its suicide, you want to he constantly having to adjust your turn and torso twist (Don't try brawling without a 3 axis joystick in a fast light). I also hate to say but....100KPH is only 2/3 or 3/4 of the way there. You want most lights going at flat out or near flat out. You want at least 130 KPH. Otherwise you are just a sitting duck. Remember the big limiter on most mechs (And especially on the pre 'lets give half the damn things 100 degree torso twist' mekpak stuff) is the torso twist and speed of rotation, hence your light can often run around him faster than he can twist. ALso something to think about are free for all melees, where your light mech will be ignored (I walked behind jester for a couple of minutes just firing my flea's weaponry into his rear in one of those, I mean, walking a flea at 35-50 KPH....normally thats suicide.)
moth
QUOTE (Narson @ Feb 2 2005, 03:02 PM)
(I walked behind jester for a couple of minutes just firing my flea's weaponry into his rear in one of those, I mean, walking a flea at 35-50 KPH....normally thats suicide.)

Lol I'm always running after you ;p but unfortunatly after couple hits from me.... someone else killing you
rofl.gif rofl.gif rofl.gif

moth
Spiral
Narson's right. Never go into a full circle with and assault. Try and stay in its rear arc. When the big mech turns, go around the opposite way (keeping its back in your sights). If it doesn't have friends you can adjust your speed so you don't overrun into its field of view. You must be responsive to your opponent's actions to stay in the rear arc. If your opponent puts his back to a wall (building/ Cliff/ etc.), disengage and run behind some intervening terrain (dirt is the best armor in the game). When he moves away, re-engage and continue hitting its rear.

It is also important to learn the weaknesses of the opponents mech and you mech. This way you can explote their weakness and protect yours. For example, some mechs carry most of their firepower in one arm (Thany, Argus, Highlander, Uller, etc). It would be good for you (and your team if any) to take out this arm. Also if your piloting one of those mechs, you want to do you best to protect that arm. A final word of advise (pulls out Silverthorn's play book). If all else fails, Leg um. If you take out an assault mechs leg your agrivating on of the mechs biggest weaknesses, and if you continue to hit that leg (after its disabled) you will kill it. Remember alway put strength to weakness.
Wildcard
First of all, Hellhounds are known for being fragile 'Mechs. If you want something in the same class that offers genuine toughness, take a Bushwacker.

Secondly... this is a simulation of a battle. Battles are not fair. If you take a machine-gun equipped Volkswagen Bug up against an M1 Abrams one on one, you're going to get your ass kicked. "But the Bug is more nimble! The Bug is faster!" Doesn't matter. More Armor + More Firepower + The Ability To Hit What Thy Aimest At = Ass-kicking from the big guy.

Now, does that mean smaller 'Mechs have no place on the field? Of course not, but if you're going to drive a Medium or a Light effectively against Assaults, you gotta be smart. Stay out of their firing arc as much as you can. Work in tandem with your team mates. Multiple Lights against one Assault, or watch who the Assaults on your team are pounding and you jump in. Or be sneaky. Float around at long range and choose your shots carefully.

You just have to break out of the 'Circle of Death' mode and do something different, because when two capably-piloted 'Mechs are dancing at close range, 90% of the time the lardass is gonna win.
Narson
THe most important thing to remember, they get near to no bonus for killing you, you kill an assault and in a 20 tonner? Thats half your game points right there smile.gif I mean, you can really afford 3 to 1 and still get a serious ass wupping going on your opponent wink.gif
moth
QUOTE (Wildcard @ Feb 2 2005, 04:47 PM)
First of all, Hellhounds are known for being fragile 'Mechs. If you want something in the same class that offers genuine toughness, take a Bushwacker.

Secondly... this is a simulation of a battle. Battles are not fair. If you take a machine-gun equipped Volkswagen Bug up against an M1 Abrams one on one, you're going to get your ass kicked. "But the Bug is more nimble! The Bug is faster!" Doesn't matter. More Armor + More Firepower + The Ability To Hit What Thy Aimest At = Ass-kicking from the big guy.

Now, does that mean smaller 'Mechs have no place on the field? Of course not, but if you're going to drive a Medium or a Light effectively against Assaults, you gotta be smart. Stay out of their firing arc as much as you can. Work in tandem with your team mates. Multiple Lights against one Assault, or watch who the Assaults on your team are pounding and you jump in. Or be sneaky. Float around at long range and choose your shots carefully.

You just have to break out of the 'Circle of Death' mode and do something different, because when two capably-piloted 'Mechs are dancing at close range, 90% of the time the lardass is gonna win.

Yup... itried bushy and I like it... but to get same speed as hellhound I need to spare much more tonage... but I'm still testing some configs.

I'm lookin for a mek whitch is about 40-55 Tons, and can do more than 100((maybe lot more).... of course it could be great to still can take some weapons...
Narson
Try a fast chimera with clan gauss or light gauss or whatnot
Hazmat
Then the shadowcat is what you're looking for.
Spiral
I thing the Scat will have many of the same fragility issiues as the Hellhound. There are some other fast mediums such as the gesu and the black lanner, but if you really want a tough medium brawler you should go with the Hunchback.
Mau
[rambling]The scat was always my favorite for goliaths on our server. There, dfa'ing and other forms of noob-rushing assaults was the norm.

For solaris at mwl, the hunchie was my mech of choice. But, that's because I never found a bushwhacker config I could do ANYTHING with. Worked well enough in the finals when we were facing heavies and assaults, too.

I stopped using a hellhound shortly after the knock was adjusted for rac2's. 3 on one of those was fun smile.gif I noticed a lot of people running around in them without weapons in solaris matches after that. Neat mech that's just too easy to make a into collander.

So, Bushie's toughest and least likely to end up on its face. Hunchie's next, it can carry a lot of interesting loadouts. If you have launchpads nearby, grab a scat and make them fear your toenails smile.gif
[/rambling]
Siegfried
QUOTE (moth @ Feb 2 2005, 05:18 PM)
Yup... itried bushy and I like it... but to get same speed as hellhound I need to spare much more tonage... but I'm still testing some configs.

I'm lookin for a mek whitch is about 40-55 Tons, and can do more than 100((maybe lot more).... of course it could be great to still can take some weapons...

Go to the mechlab downloads and find 'Cards "Sugar Ray" Black Lanner config, it's the best medium i've ever seen for brawling, 108 mph, toughness and excellent firepower in one package. I use a version that's no less tough but i traded a bit of heat efficiency for BAP.
Fury
I know exactly where you're coming from regarding the Hellhound. I'm a die-hard brawler (when I play anymore), and when I first started playing the only thing I really enjoyed was the Hellhound. It was fast, it was agile, it could stop and turn on a dime, and it could pack a decent punch... But like 'Card said, they're fragile. I was getting my ample derrier handed to me over and over and over again- and what's worse, leaving me feeling like I hadn't accomplished jack. Hellhounds are especially tender in the leg department, which is a damn shame because they are sporting nice, wide, meaty legs that guys like Sliverthorn just looooove to see. That fact alone pretty well puts the Hellhound in the "hit and run" or long range categories.

When it comes to just being able to take a beating, the Bushy reigns supreme in the medium chassis, but bless it's heart, it drives like a beast. For more agility, the ability to pack a little more punch (a' la LBX-20), and still take a decent beating, try a hunchback (if you've got the inner sphere mech pack)
Ace Darwin
if it's over 40 tons and isn't a Thor is there any point in using it? cool.gif
Azrael
QUOTE (siegfried @ Feb 2 2005, 03:05 PM)
QUOTE (moth @ Feb 2 2005, 05:18 PM)

Yup... itried bushy and I like it... but to get same speed as hellhound I need to spare much more tonage... but I'm still testing some configs.

I'm lookin for a mek whitch is about 40-55 Tons, and can do more than 100((maybe lot more).... of course it could be great to still can take some weapons...

Go to the mechlab downloads and find 'Cards "Sugar Ray" Black Lanner config, it's the best medium i've ever seen for brawling, 108 mph, toughness and excellent firepower in one package. I use a version that's no less tough but i traded a bit of heat efficiency for BAP.

Actually a lot of that toughness comes from the way damage transfers.


Shadowcats have good lasting power if set up right.


One thing on any light/medium - peel off as little armor as possible and none on a leg or arm if you can avoid it. I'ld rather do a little less damage and be able to survive that hit.

What 'Card says is basically a fact of life - one full alpha from an assault when you are in a light or light medium is basically the end of your day if it connects well. Even if it doesn't kill the amount of damage you sustain will be all she wrote shortly after, and they will be gunning for you once they know they had a solid hit.

What they are saying is right, if you are going to run a light/light medium do 'drive-bys' or try to stay in the rear arc. Cross them at odd angles - not perpendicular - make them have a tougher time aiming. If they start to get a turn going on you, break off - a good distance - get yourself oriented and comeback in, also don't one on one an assault or even and up scale heavy. Wait till they get tied up with someone similar in weight and then attack. You may kill the assault one on one but it's going to take several tries to do it.
Wolfman_Don
Yup, the 'Sugar Ray' Black Lanner is a really good mech. I used it in the last MWL Solaris Medium match I was in and got 4 kills with it. I haven't tried it yet against assaults, but I know I will one of these days.

Lately, I have been trying to use lights and Mediums as long range Sniper/Fire Support Mechs. A lot of the time we take Mediums and Lights in our NBT matches, and it's hard to get organized enough to take a lot of brawlers into a match, and since it is a FFP NR League personally it is easier for me to try to do the long range thing instead of closing.
Didymus
If you're running lighter stuff, look for ones that can mount an advanced gyro; that'll help keep you from getting knocked down. Of course, if the person shooting you weighs 60 tons more and never misses, then you're screwed anyway. So the best way to stay alive in a light (IMO) is to move around constantly. Dodging like Narson described works pretty well, but if you can, try to add some vertical movement into it. You don't necessarily need jumpjets (in fact, using jumpjets on a light mech will get you killed very quickly if you're brawling). Instead, look for rough terrain and try to incorporate that into your movement pattern- that way people have to aim in another dimension. smile.gif
Zephyr
hey my volkswagon with machine guns rocks... considering its actualy just aloki with the VW loki puttied to the chest, but that doesnt matter!!
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