Guiotine, MechPilot6666, Woobins, LG_Bongo, SamSlade, Redvan, AsianJoyKiller, WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW, ReachH, Azrael39', OneBullit, JujuMcGumbo, Cymatic, Talesin, Eis9_M0th, as well as LG_Bongo for the new layout
[This post] gives you a good starting point to mold your style around; however, you must always be smart enough to adapt and overcome different situations.
[Mechpilot6666]
1. Role:
· Support your team from mid-to-long range.
· Do not engage opponents at frontline, splash damage mechs are better at it.
· Follow the team, but stay behind frontline fighters.
· Flank and seek out vantage points on the main battle.
· Burn down the enemies, decrease their heath and cumulative strength.
· Do not chase fleeing opponents, leave this for A-Class mechs.
2. Shooting:
· Scope before using SABOT, precision and damage will be dramatically increased.
· Do not shoot a lot hoping to hit, only shoot when certain you will hit.
· Time your shots right after opponent’s dodge or jump.
· Do not constantly aim for the head (damage dealt is the same everywhere).
· Develop a habit to aim low, when on the move weapons have vertical offset.
3. Mobility:
· Never stand still unless to pause briefly to align a long range shot.
· Move to another location after every shot, even if it’s just other side of the pillar.
· Hide behind cover while SABOT is in cool down.
· Put distance between you and your opponent whenever it is possible.
· Do not move in straight line, stutter step and weave.
· Save your dodge for when your opponent uses his Secondary weapon.
· Be aware of your surroundings; try to memorize them before scoping.
4. Location:
· Change sniping locations as often as possible. Alternate between good spots.
· Relocate as soon as you get shot, it means the enemy knows where you sit.
· Look for sniping positions that are ONLY visible from the spot you are aiming at.
· Avoid spots that can be seen from multiple directions. Do not linger in open areas.
· Plan alternative escape route in advance, make sure the spot you chose has one.
· Stay hidden as much as possible, pick out of cover, survey then hide again.
5. Close-Quarter Combat (CQC):
· Avoid CQC if possible or distance yourself. SS is less effective in CQC then at long range.
· Wait for the enemy to dodge to burn your sabot.
· Wait for the enemy to use secondary weapon to burn your dodge.
· Quick scope before using Sabot. Use Slug constantly.
· Keep track of your fuel, if it runs out you can’t dodge anymore.
· Pay attention to opponent’s guns, to figure out who you are up against.
· Hide and use cover extensively, especially during Sabot cool-down. Unlike other mechs SS deals damage in bursts not in constant flow.
· SS has no splash damage, so you can slam into your opponent and fire at point blank.
Notes on SS vs SS Duel:
· Take a shot and relocate right away. Do not come around the corner he expects you to come out.
· If your opponent landed a Sabot shot and you did not, it is better to retreat and repair, since the advantage was lost.
· Do not wait for the opponent to pop out in order to react - you will lose the reaction game.
· If you are in CQC and are not able to outplay your opponent normally by peekaboo, it is a fair idea to take control of the fight by charging into your opponent and fighting within breath distance.
6. Tools:
Power Shot (Special ability):· Using the SS ability in conjunction with the Slug and Sabot give the SS the best burst amongst other mechs.
Weapons:
· Using Slug is in general more advisable then SA Hawkins, it is consistent with Sabot tactics given lower rate of fire and higher damage.
· Slug is 95% accurate, while moving it has a vertical offset.
· To maximize the burst damage, fire both the slug and sabot at simultaneously.
Hologram:
· Use it as a decoy to snipe from a different angle.
· Use it as an alarm against flanking opponents.
· Drop it while escaping the opponent to slow him down.
· Drop it when in CQC, it will obscure and confuse your opponent.
(Pretend to be a hologram by standing still in an obvious place. = Bad advice IMO, I always put one shot into SS standing still, to test it.)
MG Turret:
· Use it as an alarm against flanking opponent.
· Use it as distraction in CQC.
EMP:
· Charge is slow, so learn to predict your opponent next move.
7. Creativity:
· Be unpredictable, avoid patterns, and confuse your opponent.
· Dodging and weaving is good, but sometimes it pays off to stand still next to a hologram.
· Switch between long and midrange tactics once in a while.
8. Additional tactics:
Find an alley with full cover midway through it. Place a turret midway and a hologram in partial cover at the end. Instigate a mid-range chase, retreat down the hallway and hide behind the full cover. Start repairing. Between the distraction of the turret and a repairing enemy down the way, the enemy almost always rushes right past you. Shoot him in the back! [Cymatic]
Fake Retreat: If you get in trouble run away, but stop a short distance away if they're not pursuing and keep an eye on your radar (or your team's chat) to see if the enemies have engaged someone else. Don't take the time to repair, but sneak back and try to get off a few long range shots. They'll be distracted, so you're fairly safe, and a couple of salvos can change the tide of the battle. [Eis9_M0th]
Slug Rationing: Don't always keep plinking away with the slug. You'll run into a lot of opponents that will stand and fight and only take cover at the last second. The slug by itself will take them low enough they'll duck without you being able to kill them. Instead, ease up on the slug shots so the target thinks it's safe and will stay in the open until your sabot recharges, then blow them away with one volley. [Eis9_M0th]
Bermuda Triangle:
Step 1: find a cozy spot to deploy your MG Turret. (Try to set it up where it won’t shoot until someone is looking at your hologram)
Step 2: place your hologram across a gap from your turret.
Step 3: start sniping to bring players into the trap.
Step 4: grab some cover
Step 5: wait for the MG turret to start firing
Step 6: jump out of cover and smoke the guy
[MechPilot6666]
CQC vs two opponents: Don't alternate shots between the two.
STEP ONE: pick a guy, call him T1, and charge him, hug him, circle him land on his head – do anything but put him between you and the other enemy.
STEP TWO: Shoot the other one, T2. You would be amazed how hard it is for T1 to hit you and T2 will obviously be having trouble shooting around T1. I've survived multiple 2 v 1 fights doing this, but usually the guy I'm face hugging ends up killing me after I roast his buddy.
PRO TIP: When running away don't be afraid to spin and put a sabot into your pursuers here and there. It makes them wary and can buy time for your team to come and support. [MechPilot6666]
Edited by Guiotine, April 10 2013 - 07:49 AM.