what about acknowledging the almighty "X" / engine kill? On the topic of deceleration control- while holding W, tapping X will act as a rear brake, the throttle will drop to ~70% to tighten up the turn or circling death spiral. X before reversing to vertical hillpoke faster. X as a light mech to stop on a dime like the cartoon roadrunner when getting shots off behind assaults. this is a great video showcasing LOSTECHniques o7
The X is useless if you have the throttle decay setting turned on. You will get the fastest deceleration simply by letting go of W. However, if you have throttle decay on, then yes, the X key will bring you to 50% throttle faster than holding down the S key. The problem is that you have no control. Once you press the X key, any W input will not occur until you reach the 50% throttle mark. This means you are stuck, and 50% throttle is extremely slow, leaving you vulnerable. In the end, you get the most control by tapping S, even if the X key might be slightly faster when having throttle decay turned off.
Great tutorial, learned loads. Do you see any mobility quirks as mandatory or preferable if one plays a high mobility mech? Would you forgo armour and internal buffs for them?
I would never forgo the armor and structure quirks. The necessary ones in my opinion is full speed tweak (includes all the kinetic burst nodes) and anchor turn if you are performing the directional shifts (or just changing direction in general, it will always be really useful). Hard brake is also really nice if you can afford it, but it isn't necessary. I usually get rid of things on the offense tree, such as cooldown and heat if I am running machine guns. If I'm running red lasers which tend to get hot, I usually take the heat, but not cooldown, and use those extra nodes for mobility and utility.
I think it would be worth covering more movement for non-JJ, non-MASC mechs that are also agile. I play them more often just because it's more intuitive to have less buttons and rhythm to think about, and so I've developed some mechanics on my own, but I guess some are actually more like strategies of movement that involve a lot of clever positioning and enemy awareness, often best paired with more mid-range builds.
There aren’t as many micro movement mechanics for mechs with no jjs and masc, simply because of less inputs. This video focuses on those micro mechanics. You are correct, however, that macro movement is really important, even more important than micro mechanics. Knowing where to position yourself and when to accomplish the most you can is something that comes with lots of playing. I might be too lazy to make an in depth video on positioning, but if I do make another guide it will probably be on that.
Yup dabbing can be quite a useful technique to shield and deal damage at the same time. The most iconic mech that utilizes dabbing is the Dragon 5N with 3 uac2’s. Theres quite a number of videos on it so if your interested in that playstyle I recommend checking it out. :)
There are only 2 types of weapons at the moment that lock onto the enemy. Most weapons that people use require aim, mostly tracking with lasers or leading your shots with projectile weapons.
We'll see. Starting to pick up making content again. Regarding educational content, I may do an introductory macro guide to start. Light movement relies a lot more on principles, rather than strictly knowing where to go, since you have the ability to switch positions whenever. I can go over some of these basic principles to form an introductory guide. For more detailed macro guides on specific maps and specific playstyles, that will take a lot more time, so I cannot guarantee that I will do that. Best bet is to watch good players play the mechs you are interested in, and see how they move throughout each map. I will be making more short gameplay videos; eventually there will be gameplay on all maps with different ranged builds.
Spiders are 30 tons and quite big, and fleas/locusts don't fly Although I do agree that lights are OP, I think the solution is resizing some mechs (again)
whats so bad about reversing? in darios videos he seems to reverse very often by the way the words that pop up on top are hard to notice, had to watch a few times before I saw them, should probably put them in the middle
Nothing is bad about reversing! In fact most mechs you will want to reverse back into cover as they will not have the agility to do a 180. However if you are in an agile light, especially a brawler, reversing in a fight will cause you to lose momentum. If you start fighting while reversing, you will be much slower than your opponent who can now use their speed to out maneuver you. Not to mention reversing while fighting will make you easier to hit (due to lower speed) and when you want to move forward again, there will be a short time where you go still, allowing for someone to get a nasty shot off. TLDR: Reversing back to cover is fine, like when peeking. Really agile mechs can do a 180 if they overextend. Do not take extended fights in reverse as a lighter pilot. Hope that helps :)
Also, unless you’re counter twisting while reversing… you are moving straight back which looks to the opponent like you are standing still.. which is death.
Using the center torso key isnt faster than moving your mouse, as the torso speed is a set stat of the mech. It just makes it so you don't have to move your mouse. You also lack control when using the key, as it is all or nothing. I do not think it is a very useful tool, and no high level players I know use it, just because after a certain point you instinctively know how to center you mech if you want to, and we would rather have the control of using the mouse.
Your turn rate is not faster, the radius of the circle is bigger when you're faster, so it takes you longer to complete a full turn. The turn rate is a constant numerical value and you can see it in the mech details. This is basic logic, the bigger the radius of the circle the longer the route.
"Takes you longer to complete a full turn" yes so when i'm moving slower I'm turning faster because it takes me shorter time to make a full turn. Chief this ain't a physics lesson, it's easier for people to understand "turn faster when moving slower" git yer technicalities outta here. (You are correct in the end)
Work on your macro play and aim and these micro mechanics become secondary. The brawl light spamming jjs in qp isn’t farming potatoes for 2000 dmg like the dire sniper sitting at the back of the map all game. Positioning is the most important thing, then aim. Once you reach the highest level then you start thinking about the smaller details that give you the edge. Stop complaining about the small things if you haven’t been able to reach a certain bar of skill first. Focus on what you need to do to improve, cuz PGI isn’t fixing anything lol
Even as a long time MWO player this gave me a lot of new, great information. Thanks!
You should start sharing this everywhere, this great for new players or people who want to improve. o7
I'm tryin! SPREAD THE WORD!! o>
This was a great idea and everyone should watch it, no matter how long they’ve been playing. 👍
Great video.
In case you are watching this recently, JJ vectoring nodes have been replaced by overheat damage reduction at some point in 2024
Yep, though all the mechanics still apply :)
Hey Jango. I wish I had seen this video when I first started playing, great guide, the MWO community needs more, helpful videos - like this. Thank you
You’re too kind 😅 glad I could help o>
what about acknowledging the almighty "X" / engine kill?
On the topic of deceleration control- while holding W, tapping X will act as a rear brake, the throttle will drop to ~70% to tighten up the turn or circling death spiral.
X before reversing to vertical hillpoke faster.
X as a light mech to stop on a dime like the cartoon roadrunner when getting shots off behind assaults.
this is a great video showcasing LOSTECHniques o7
The X is useless if you have the throttle decay setting turned on. You will get the fastest deceleration simply by letting go of W. However, if you have throttle decay on, then yes, the X key will bring you to 50% throttle faster than holding down the S key. The problem is that you have no control. Once you press the X key, any W input will not occur until you reach the 50% throttle mark. This means you are stuck, and 50% throttle is extremely slow, leaving you vulnerable. In the end, you get the most control by tapping S, even if the X key might be slightly faster when having throttle decay turned off.
Very well done! Thanks!
Great tutorial, learned loads. Do you see any mobility quirks as mandatory or preferable if one plays a high mobility mech? Would you forgo armour and internal buffs for them?
I would never forgo the armor and structure quirks. The necessary ones in my opinion is full speed tweak (includes all the kinetic burst nodes) and anchor turn if you are performing the directional shifts (or just changing direction in general, it will always be really useful). Hard brake is also really nice if you can afford it, but it isn't necessary. I usually get rid of things on the offense tree, such as cooldown and heat if I am running machine guns. If I'm running red lasers which tend to get hot, I usually take the heat, but not cooldown, and use those extra nodes for mobility and utility.
I think it would be worth covering more movement for non-JJ, non-MASC mechs that are also agile.
I play them more often just because it's more intuitive to have less buttons and rhythm to think about, and so I've developed some mechanics on my own, but I guess some are actually more like strategies of movement that involve a lot of clever positioning and enemy awareness, often best paired with more mid-range builds.
There aren’t as many micro movement mechanics for mechs with no jjs and masc, simply because of less inputs. This video focuses on those micro mechanics. You are correct, however, that macro movement is really important, even more important than micro mechanics. Knowing where to position yourself and when to accomplish the most you can is something that comes with lots of playing. I might be too lazy to make an in depth video on positioning, but if I do make another guide it will probably be on that.
very well explained 👍
Super informative to a long time player. How did you get the keyboard and mouse overlays?
Thank you! I just searched up keyboard and mouse overlay for OBS on youtube. Plenty of tutorials to help you get it set up.
MWO SO GOOD! Cheers!
I'm gonna make dead side dabbing a thing. Two AC5s in a WVR-6R w/std 250. 40° arm yaw!
Yup dabbing can be quite a useful technique to shield and deal damage at the same time. The most iconic mech that utilizes dabbing is the Dragon 5N with 3 uac2’s. Theres quite a number of videos on it so if your interested in that playstyle I recommend checking it out. :)
@@jpjango How much difference would this make on a centurion-a(c) variant with ac-10?
Great video! I learnt stuff!
Great guide man!
Great video but noob question; How does this help with a game that does auto targeting?
There are only 2 types of weapons at the moment that lock onto the enemy. Most weapons that people use require aim, mostly tracking with lasers or leading your shots with projectile weapons.
nice info
Thank ya man! Making me kinda dizzy😉
For the algorithm!
Can you do a video on light macro movement?
We'll see. Starting to pick up making content again. Regarding educational content, I may do an introductory macro guide to start. Light movement relies a lot more on principles, rather than strictly knowing where to go, since you have the ability to switch positions whenever. I can go over some of these basic principles to form an introductory guide. For more detailed macro guides on specific maps and specific playstyles, that will take a lot more time, so I cannot guarantee that I will do that. Best bet is to watch good players play the mechs you are interested in, and see how they move throughout each map. I will be making more short gameplay videos; eventually there will be gameplay on all maps with different ranged builds.
Nice tutorial. Also I don't like many of it exist in this game. Like 20 ton mech's banny hop 🤦♂️
Spiders are 30 tons and quite big, and fleas/locusts don't fly
Although I do agree that lights are OP, I think the solution is resizing some mechs (again)
you forgot to show the jump on the mask .... so that the mask can be used longer, you need to make small jumps...
Hey! I’m subscriber 💯 nice….
Whats your SDR-5Ks Loadout?
mwo.nav-alpha.com/mechlab?b=6a337382_SDR-5K
whats so bad about reversing? in darios videos he seems to reverse very often
by the way the words that pop up on top are hard to notice, had to watch a few times before I saw them, should probably put them in the middle
Nothing is bad about reversing! In fact most mechs you will want to reverse back into cover as they will not have the agility to do a 180. However if you are in an agile light, especially a brawler, reversing in a fight will cause you to lose momentum. If you start fighting while reversing, you will be much slower than your opponent who can now use their speed to out maneuver you. Not to mention reversing while fighting will make you easier to hit (due to lower speed) and when you want to move forward again, there will be a short time where you go still, allowing for someone to get a nasty shot off. TLDR: Reversing back to cover is fine, like when peeking. Really agile mechs can do a 180 if they overextend. Do not take extended fights in reverse as a lighter pilot. Hope that helps :)
Also, unless you’re counter twisting while reversing… you are moving straight back which looks to the opponent like you are standing still.. which is death.
Pro tip F key for centre torso.
Using the center torso key isnt faster than moving your mouse, as the torso speed is a set stat of the mech. It just makes it so you don't have to move your mouse. You also lack control when using the key, as it is all or nothing. I do not think it is a very useful tool, and no high level players I know use it, just because after a certain point you instinctively know how to center you mech if you want to, and we would rather have the control of using the mouse.
@@jpjango thanks for wasting everyone’s time th-cam.com/video/Y74E_thD1u0/w-d-xo.htmlsi=8HYknViTJWCybV0L
Your turn rate is not faster, the radius of the circle is bigger when you're faster, so it takes you longer to complete a full turn. The turn rate is a constant numerical value and you can see it in the mech details. This is basic logic, the bigger the radius of the circle the longer the route.
"Takes you longer to complete a full turn" yes so when i'm moving slower I'm turning faster because it takes me shorter time to make a full turn. Chief this ain't a physics lesson, it's easier for people to understand "turn faster when moving slower" git yer technicalities outta here. (You are correct in the end)
Would be great if PGI could fix their broken animations so cowards couldn't abuse JumpJets.
Work on your macro play and aim and these micro mechanics become secondary. The brawl light spamming jjs in qp isn’t farming potatoes for 2000 dmg like the dire sniper sitting at the back of the map all game. Positioning is the most important thing, then aim. Once you reach the highest level then you start thinking about the smaller details that give you the edge. Stop complaining about the small things if you haven’t been able to reach a certain bar of skill first. Focus on what you need to do to improve, cuz PGI isn’t fixing anything lol