View Full Version : MCP Ediquette
gunsmoke
04-07-2008, 07:40 PM
On MCP maps people often do some things which tend to make the trip of the MCP longer. I thought I would offer some suggestions for getting the MCP to the outpost sooner:
1. Let an engineer drive the MCP. If any other class is driving, they are not helping the team. If an engineer is driving, he can get out and repair when necessary. I know this has been said before but it doesn't hurt to remind people.
2. Driving as fast and as far as possible into the outpost is not always the best strat. If you see there are 3 avt's and a desecrator waiting for you, let a tank, anansi, soldier, fops, covert go ahead and disable the defenses. This prevents the MCP from getting immediately disabled and allows some room for engies to repair if it does get disabled.
3. Shoot stuff. You have a pretty powerful MG on the MCP and if you shoot deployables or tanks, you are making it easier on yourself to continue the journey.
4. only drive off course if you know you can get back in 30 sec without getting disabled.
5. Driving the MCP in 3rd person will allow an engineer inside the MCP to determine a good time to get out and get a few cranks of repair. In 3rd person, you can see the enemies all around the mcp and when they aren't looking, pop out and repair. This helps when you are close to the outpost and a thousand strogg are camping you. THey won't camp forever so when they aren't looking, pop out and repair.
Some suggestions take them or leave them but try to keep them in mind.
Scorge
04-07-2008, 08:16 PM
On MCP maps people often do some things which tend to make the trip of the MCP longer. I thought I would offer some suggestions for getting the MCP to the outpost sooner:
1. Let an engineer drive the MCP. If any other class is driving, they are not helping the team. If an engineer is driving, he can get out and repair when necessary. I know this has been said before but it doesn't hurt to remind people.
2. Driving as fast and as far as possible into the outpost is not always the best strat. If you see there are 3 avt's and a desecrator waiting for you, let a tank, anansi, soldier, fops, covert go ahead and disable the defenses. This prevents the MCP from getting immediately disabled and allows some room for engies to repair if it does get disabled.
3. Shoot stuff. You have a pretty powerful MG on the MCP and if you shoot deployables or tanks, you are making it easier on yourself to continue the journey.
4. only drive off course if you know you can get back in 30 sec without getting disabled.
5. Driving the MCP in 3rd person will allow an engineer inside the MCP to determine a good time to get out and get a few cranks of repair. In 3rd person, you can see the enemies all around the mcp and when they aren't looking, pop out and repair. This helps when you are close to the outpost and a thousand strogg are camping you. THey won't camp forever so when they aren't looking, pop out and repair.
Some suggestions take them or leave them but try to keep them in mind.
1: Not always true. A field ops, medic, or soldier can prove just as useful, provided they don't stay in the MCP the whole time.
2: The MCP will almost certainly be disabled no matter what. A good tip is to never stop with the MCP unless it's completely covered or being repaired.
3:Shooting stuff is indeed important
4: Driving off course gives your team a brand spankin new MCP with full health at the last waypoint it passed before driving off course thus driving off course can be very useful, especially on Outskirts
5:There are very few vehicles that don't gain an advantage from 3rd person view.
whiteaden
04-07-2008, 08:19 PM
1: Not always true. A field ops, medic, or soldier can prove just as useful, provided they don't stay in the MCP the whole time.
2: The MCP will almost certainly be disabled no matter what. A good tip is to never stop with the MCP unless it's completely covered or being repaired.
3: Shooting stuff is indeed important
4: Driving off course gives your team a brand spankin new MCP with full health at the last waypoint it passed before driving off course thus driving off course can be very useful, especially on Outskirts
5: There are very few vehicles that don't gain an advantage from 3rd person view.
1. indeed, a medic can be of use reviving those (not gibbed/tapped out) gdf engineers trying to repair the MCP...
2. yep!
3. NO SHIT!
4. yeah.. but it does take quite some time.. (30 seconds off course + apr0x 30 sec redeploy, and I always get crushed by the newly dropped MCP)
5. *thinks* which? the flyers?
DiZasteR
04-07-2008, 08:33 PM
yes flyers, also in promod with 3rd person shooting disabled they offer a less advantage, but still an advantage. Also on flyers is sometimes good, if you want to keep track of your oponent in dogfight can be handy :)
whiteaden
04-07-2008, 09:04 PM
yes flyers, also in promod with 3rd person shooting disabled they offer a less advantage, but still an advantage. Also on flyers is sometimes good, if you want to keep track of your oponent in dogfight can be handy :)
I try to use a radar for that.. cus most times a radar gets harrassed by flyers, so I go & protect the radar since no1 else does so :(
Szakalot
04-07-2008, 10:32 PM
n- u can switch back and forth the positions in the mcp, if u do it correctly during a desecrators reload time intervals u will kill him with the upper minigun very quickly, being disabled is not a problem here.
Scorge
04-08-2008, 12:24 AM
Tip to infiltrators, if the rest of the team is keeping the engineers away from the MCP, get in a safe(ish) positionand train your railgun on the minigun position on the MCP, that way you can prevent an MCP camper from causing much damage
Devious_Red
04-08-2008, 02:19 AM
Some things I always keep in mind with the MCP...
Don't forget that the MCP has flares... Use them. I've been able to make it farther using flares than if I hadn't. When you're under AVT fire and other weapons that lock onto you, just keep hammering your flare button as you drive.
Pay attention to when Engineers are repairing you, and keep your finger on W so you can drive the instant your MCP is able to be driven.
Never plant mines on a disabled MCP, they'll blow up as soon as you plant them. I lol every time someone does that. They never learn, either...
Singh400
04-08-2008, 05:34 AM
2 things:-
Let a [good] engineer drive and repair the MCP. Who can pop in/out of the minigun turrert and destory practically anything (ie me :D )
OR
Let someone you trust drive the MCP (doesn't have to engineer, ideally medic) and just constantly run-repair.
I will verbally abuse and generally degrade any of the following classes driving the MCP (and staying inside calling for repairs); covert, f-ops and soldier. Oh and don't give me this shit about jumping outside and dropping an airstrike - because I've never seen it happen - EVER. Moreover, I've never seen a Covert Ops jumping out and disabling the AVTs.
PS, I'm going to be a pissy bastard, and says it's 'Etiquette' not 'Ediquette' :D
Cr4shOverride
04-08-2008, 07:48 AM
Wasn't this mentioned in this thread:
http://community.enemyterritory.com/forums/showthread.php?t=25036
If that doesn't come up as a link i'm basically refering to the "stop camping the mcp unless your an engineer" thread. Although I guess it's more of a whine then a tips thread but it kinda mentions all that's been said by the op although personally I agree more with Scorge.
Oh and just to add that i'll often grab the mcp as soon as it lands if I don't see an engineer nearby no matter what class I am, simply to get it moving before a tormentor or violator takes it out and then camps it while the cyclops and desecrator are on their way plus if your fast enough you can take it 80% of the journey before avt's are deployed by the enemy and no i'm not bothered about the xp reward for deploying it.
ungeziefer
04-08-2008, 08:54 AM
Imho, it's hardly a question of class. As long as the person in the MCP actually drives it without getting stuck and most importantly uses the decoys i couldn't care less what class the MCP driver is. 2nd and / or 4rth vehicle upgrade is really appreciated though ;)
Sniper47
04-08-2008, 10:50 AM
Only one thing to say>It's a good when MCP is driven by Engineer,but it can be driven with other class,I mean,when for ex. an soldier is driving and engi. is following and repairs from behind.
nick_ss
04-08-2008, 11:00 AM
4. only drive off course if you know you can get back in 30 sec without getting disabled.
Some suggestions take them or leave them but try to keep them in mind.
I think that is really important, if you drive off course and get owned. Your MCP will go back to the previous check point, and you have to wait for the stupid Magog to drop one. You waste quite a bit of time.
m1rra
04-08-2008, 12:02 PM
Doesn't matter which class drives the MCP.
Teopeo
04-08-2008, 04:50 PM
Doesn't matter which class drives the MCP.
Quoted for emphasis.
Imho the most important thing is that you know the route, when to leave it and when to have the MCP selfdestruct. And that you don't sit in there waiting for all enemies to die from a sudden disease....
On a sidenote, it's not always the best idea to move the MCP the very instant it can move again. Sometimes you have to know when you have to drive in the open and when to wait a few moments.
Leethal
04-14-2008, 01:56 PM
I think the engineer is the one who SHOULDN't drive the MCP. You're wasting an engineer that could be behind it repairing. maybe a medic, since he has no decent firepower (no offense, but cv ops has emp nades 4 vehicles and deployables, soldier has the RL and GPMG and the field ops has arty and airstrike), should drive the mcp.
NJ_Dude
04-14-2008, 03:23 PM
I don't think it really matters who drives the MCP, as long as the driver USES THE DECOYS PROPERLY!!! and doesn't spam "I NEED AN ENGINEER" every 2 seconds, there should be at least 2 engies following the MCP, one on the back and another on the side.
7fatgirls
04-14-2008, 03:45 PM
I think the engineer is the one who SHOULDN't drive the MCP. You're wasting an engineer that could be behind it repairing. maybe a medic, since he has no decent firepower (no offense, but cv ops has emp nades 4 vehicles and deployables, soldier has the RL and GPMG and the field ops has arty and airstrike), should drive the mcp.
The beauty about the ENG driving the MCP is that he can popout at the right time and do the repair job.
IE. Right after vampire kills surrounding strogg, or when the strogg camping the right side of the MCP turn their concentration elsewhere, ENG does a quick popout repair and away goes the MCP.
A smart and on point ENG should always drive the MCP.
redjako
04-21-2008, 10:17 PM
The minigun on top is AWESOME.
ONe "run" of the minigun = dead desecrator, or a disabled avt. Its more useful I think for pinging the repairing constructors.
Engie with toggle gun and repairing = can escort yourself sometimes :D