Combat

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GENERAL FIGHTING TACTICS

TORSO -Always take a mech with TORSO TWIST!

Circle fighting (circle of death)-This is a common but effective maneuver for those "close encounters." In this move you torso turn inwards towards your target while running around him and firing at the target. This makes you difficult to hit as you are constantly moving. This is especially effective against large mechs that can't turn fast enough to keep up with you. You can also mix in a little lateral or horizontal jetting to make you even harder to hit.
Jump Jets- Jump Jets = LIFE! make sure your mech has the MAX amount off JJ's it can load, the more you pack the faster recharge you gain. 
SPEED - Slow down or stop and die! Keep moving preferably running at all times or else you make an easy target.
 
Leg Aiming- blowing another mechs leg off is an effective way of disabling that mech. It is considered bad form to leave a mechwarrior stranded like that, even if it is an enemy, but if you are outnumbered- go for it and finish them off when the odds are better.
 
Hiding damage- if your left torso is in the red- turn that side away from the enemy fire. This works great in circle fighting as it is easy to turn around and torso turn the other way.
 
Group Firing- Before you launch or as soon as you land on a planet, place your weapons into groups by selecting the weapons and then pressing either SHIFT 1, SHIFT 2, or SHIFT 3. Place weapons that aim similarily into the same group- so don't mix small ER lasers and LRM 20's in the same group. I like to divide my weapons into long range, short range laser and short range missile groups.  For MAX effect you should group all your lasers in one group, you should be able to fire off 2 or 3 grouped shots before going into overheat.
ALWAYS enable HTAL display, this display gives you more real time information on your hits.

ADVANCED MISSILE TIPS AND TACTICS

One aspect of the game that seems to be missed quite often, is the use of missile.  Missiles inflict damage from a distance and if done correctly will almost alway hit.  This section carries valuable information on how to increase the amount of damage you dish out while avoid taking on hits yourself.  Also some handy little tips that will help you mangle avoid waisting much needed ammo. With some practice you can disable or even destroy enemy 'Mechs without even seeing the enemy in your sights.

REMEMBER - ALL Missiles in MW3 have min distance to travel before there warheads are armed! IF you shoot inside of 96m only the missile case will be hitting a mech while this will cause some damage, you do not get the full damage the weapon can deliver.

Chain fire missiles, while using all-fire only in circumstances that require the need for a massive release of salvos...  Chain fire will allow more time for the fired launcher to recharge and allow you to fire in an almost continuous stream.   I usually wait till every single missile is gone, then I fire the next round.  In the case of a 'Mech bearing 4 launchers or more, you can fire in a continual stream that will badly damage any enemy who dares opposing you.   Also in case of games invloving LAG you will reduce you loss and increase your hits.

SSRM's are highly underrated.  These babies can lock at any range under 540 meters,  have a high recharge rate and can dish out more damage then their long range counterparts.  Basically if you expect going into a battle that gives you little room to maneuver, you should consider taking these along instead.  They will not only allow you to fire at any range but are harder to shake off in close combat.

Give you missiles room to maneuver.  If you fire missiles at a 'Mech who is close to a wall and that 'Mech jump jets out of the way, the missile will miss their mark and hit the barrier exploding on contact.  This also applies to those that try to shoot their missiles from the air while being in close range to their opponent.    As you can probably see, this will not only waist valuable ammo on causing minimal damage, but will leave you open to attack while you wait for your launchers to recharge.

Jump Jet's and missiles don't mix for certain ''Mechs...  A "man" legged 'Mech will be able to fly and take missile hits without suffering a massive loss to his leg armor, yet a 'Mech bearing "chicken" legs will not be able to stand on both feet long.  Bear this in mind before you go into a missile fight.

When having battles at the extreme long range of your missiles one can employ the "hit and run" technique.  Basically one walks to within range of the missiles, fires a salvo then uses his jump jets to get out of range as quickly as possible.  This will prevent you from being hit by the missiles (they will run out of fuel), while damaging your opponent.  Of course the opponent could always use his jump jets to get out of range by either baking up or "side stepping" to the side and out of their flight path.

Shooting around obstacles can be quite rewarding.  The most basic way of accomplishing this is to get a lock, fire then use jump jets or torso  twist around the obstacle.  Once fired, the missiles keep their lock and peruse the enemy.  Note that if you are too close to the object in question you will receive splash damage, also if the obstacles is too big be sure to get close to one of the edges as to get the missiles around.

One variant of this technique is to use a building as cover use your jump jets to get near the top, while still maintaing cover. Upon reaching the desired altitude,  get a lock, fire the missiles above or around the structure.  This will usually fool inexperienced players and AI thinking that you will clear the building to fire.  They in return will fire a salvo and hit the building.  Leaving them wide open from missile attacks.