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Planning Team 1 wastes no time and head towards Team 2's drop zone. |
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Team 2 outtoned by 45 tons plan their move wisely and advances cautiously. |
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Scouting Azazel goes radar active maintaining careful visual scanning of the surrounding area for hostiles. Going active is only good when equipped with BAP or ECM vs a team without Raven, Loki and/or Black Knight. |
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The battle begins! Azazel stays beyond 500 range and goes passive and starts his jump snipe run. Kaaos sees the jumping SCat but presses the trigger too late and missed it by just half a meter. Ripper stays radar passive and steadily closes in to the unsuspecting Shadowcat pilot. |
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Azazel shoots an Alpha Strike at the Novacat's right arm, trying to reduce the mech's potent beam arsenal. Struck the arm nicely and its now reduced to 9pts of armour - if Novacat is wearing ferro. Another 33 pts at the same arm would take it off. Ripper successfully unloaded a shot vs the Shadowcat, the gauss barely missed and only the ERLL found its mark. |
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~^V^~ makes a timely hit as it disrupts the Novacat that is ready to unleash another shot. Azazel uses these precious seconds to run for cover. Ripper pursues Azazel, determined to take him out. |
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Using the range advantage of LRMs, ~^V^~ uses them at its extreme range of 900 plus meters to support his teammate |
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Its not generally a good idea to get out in the open in range of more than one mech, but since Ripper's got an assault mech and knows it could stand quite a beating. He charges in to engage the fast and low profile Shadowcat. The combination of speed and low torso area of the SCat makes it hard to hit at long ranges using non-instantaneous weapons that Ripper's Sunder carries. |
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Ripper unleashes an Alpha Strike against the jumping SCat and misses with the ERLL and CGR, but the PPCs connect and hit mostly the leg area. This frame shows how its not good to group fire different weapons vs mechs with high horizontal speed relative to a mech. There's a varying lead requirement for each weapon. ERLL is instantaneous, while CGR and PPCs are non-instantaneous weapons that travel at different speeds. |
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Azazel's SCat fell down after the tremendous impact from the trio of PPC's that hit his mech while on air. ~^V^~ continually bombards Ripper with LRMs from afar to give Azazel time to get up. LRMs rock the mech hard on impact thus making it hard for the receiving mech pilot to make a precision aim. |
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Kaaos sees that LRM boat is doing much damage at this point and have to decide whether to continue double teaming against a medium mech or to engage the missile boat. |
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Kaaos decides to go after the missile boat, so Ripper can work on the SCat unhindered by the barrage of LRMs. The Novacat remains passive to work in a stealthy manner. While Ripper finally made it into the buildings to get cover. Azazel vectors to an area wherein his teammate could regain line of sight (LOS) to get a missile lock on the Sunder. |
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With the help of jumpjets ~^V^~ unleashes another salvo of LRMs vs the exposed Sunder, courtesy of Azazel that lured Ripper out in the open once more. In the meanwhile, Kaaos continues to close-in undetected by the Thor. ~^V^~ is most probably in Zoom Mode and busy making a constant missile lock. |
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Ripper takes another full salvo of LRMs, even with Anti Missile System (AMS) 80 plus missiles is a force to reckon with when fired all at the same time. Kaaos needs to act fast and makes a full throttle in the open to charge the LRM boat. |
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While Azazel and Ripper engages in a Circle of Death. Flames and smoke belches out of each mech, showing their heavily damaged status. The black smoke means there's a heavily damaged part while the grey smoke indicates an overheating mech. |
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Ripper connects, unfortunately the shot wasn't enough to finish the damaged SCat yet. |
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Azazel moves to his left side to expose the Sunder out in the open more. This will give ~^V^~ an easier time to obtain a lock at his current position, seen in the picture in the upper left corner of the hill Kaaos still remains undetected at this point and moves cautiously, making sure to retain the element of surprise against the Thor |
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Azazel knowing that moving into his left side would make him an easier target for the Sunder (moving to his right side would have made him disappear from Ripper's LOS faster), uses his jumpjets to make good use of both horizontal and vertical movement. At close range this tactic works very well in 1v1 situation as the jumping mech could stay out of the LOS for a brief period of time. Its a good defensive technique to use when waiting for weapons to recycle and to avoid direct fire weapons. |
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~^V^~ focus fire the LRMs on the left side of the Sunder where the mech is already heavily damaged. Kaaos stops moving for awhile to take a careful aim on the Thor missile boat |
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The Sunder now has taken severe damage from the concentrated barrage of LRMs and direct fire weapons on its left arm and left torso. Kaaos also unleashed an ERLL shot against ~^V^~ at this general time but failed to capture it in the picture. |
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Azazel shoots wide to left as he miscalculates the Sunder's movement using his gauss rifle. |
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A follow up grouped laser fire finally ends the Sunder. Good teamwork by Team 2 in concentrating fire against the Assault mech. The odds now changed and its 2v1 in favor of Team 2 |
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Azazel hits a full throttle to help out his teammate who's in trouble, knowing that LRMs lose its advantage fast when used at shorter ranges. Kaaos keeps on charging the Thor for a reason still unknown to me at this time ~^V^~ jumps at about 500-700 meter range vs the Novacat. This isn't generally a good idea when out in the open and in range of a mech with direct fire instantaneous weapon. It makes the jumping mech easier to hit. Good players could also hit jumping mechs using non-instantaneous weapons, because the flight path of the jumping mech is predictable. Jumping at long range is adivisable only when beyond 800 range where its out of range of intantaneous weapons, and at this range its harder to hit using weapons that needs a lead shot to hit (ie. PPCs and Light Gauss Rifles). Jump sniping within 800 meter range is possible, but needs radar passive and / or requires the element of surprise to keep the return fire to a minimum. |
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Azazel misses by a good 3-4 mech's length, probably due to Ripper leaving the game. This creates huge lag spikes that takes its toll versus players with slower connections, need to plug that in because some players don't realize or care about it. ~^V^~ and Kaaos enters a circle fight and waits for their weapons to recycle. |
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Behold, Kaaos finally unleashes a barrage of CUAC20 shells against ~^V^~. Its a tremendously powerful weapon to use at close ranges (very lethal within 250 meters). Kaaos uses an unspecialized range / role mech. Considered not to be good by many mechwarriors, but with proper use its quite deadly. This only shows that its the man not the machine that makes the mech powerful. |
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~^V^~ unleashes a salvo at LRMs at a very short range. |
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This frame shows why its not a good idea to use LRMs at close quarters. The missiles need to travel some distance before it homes on the target, thus missing alot and hitting dirt instead when launched at closer ranges. Kaaos waits for his weapons to recycle and to control his mech's heat. |
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At the right time, Kaaos fires an Alpha Strike against ~^V^~. Judging from the screenshot, its a full Center Torso (CT) hit. Azazel on the other hand shoots the beam heavy arm of the Novacat, taking it out in the process. But not in time to take it out to prevent damage for his ally. It would have been better if Azazel could have taken a "butt" shot instead in this situation, that translates to CT hit even when the mech has its back turned around when properly done. Although its a smaller section between the legs and its harder to hit, probably the reason why Azazel opted to take out the right arm instead. |
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All mechs wait for their weapons to recycle as they all used an Alpha Strike in the last battle sequence. |
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Kaaos hits his coolant furiously to avoid shutting down at this critical moment. At this situation, the ballistic weapon is a great piece of weapon to have. The weapon doesn't generate much heat to fire continuously, hits harder and recycles fast. |
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~^V^~ fires another wave of LRMs vs Kaaos hoping it would rock him hard enough to avoid the deadly CUAC20. Azazel watches at the background, still waiting for his weapons to recycle. Waiting for weapons to recycle in 5-8 seconds at this point in the game seem eternity to the participants, i should know i've experienced this before. |
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Kaaos unloads another Alpha Strike and blows ~^V^~'s Thor. Its now down to 1v1. A final showdown between Kaaos and Azazel. Azazel's mech is heavily damaged on the right side with 1ERLL and 1CGR left, while Kaaos have 2ERLLs and a CUAC20 remaining as weapons. |
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Kaaos turns around to face Azazel and needs to get in close to bring his CUAC20 into action. Azazel takes a careful aim, making sure that his next shot will hit its intended target. |
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A miss at less than 400 meters from a guy that could accurately hit beyond 700 range? Again the dreaded "leave lag", spoils the fun out of a good game. |
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Azazel torso twists on his way down and uses his right arm's remaining armour as shield for his heavily damaged right torso. Oddly enough Kaaos misses too, probably lag spike affected both players in the last 2 battle sequences |
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Azazel tries to gain distance and get out of the CUAC's range. While Kaaos steadily makes a hot pursuit. |
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Kaaos fires an Alpha Strike but only hit with the lasers. The SCat travelling at 90+ kph made the CUAC20 to miss. |
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Azazel turns and hits the left arm carrying the CUAC. Taking out the strong arm of the of Novacat is a better idea than hitting the heavily damaged torsos at the moment. Azazel plans that he could outlast the Novacat with only 1ERLL left once the left arm is gone. |
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Azazel try to jink and weave as much as he can to make it harder for him to get hit. But Kaaos keeps on the pressure and patiently waits for a good shot. |
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Another alpha hit by Kaaos, but still not enough to down the already critical SCat. |
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Azazel turns to face Kaaos once more and aims for the left hand, hoping to finally take it out. But alas, the elevation change dropped the reticle way below the intended target. |
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Azazel made one final desperate jump to avoid getting hit by the autocannons. But Kaaos made sure that his shot would take out Azazel and hit the SCat at the top of its jump with another Alpha Strike. Game Over |
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