View Full Version : MCP Tips
hellight
07-13-2009, 02:57 PM
Always be an engineer when driving the MCP. Use the third person view always, (first person for spotting or mini gun only) You can see everything around you and is a huge help for knowing when its safe too jump out and repair, (keep your finger on the enter button at all times. You can set off the mines if there is any on the MCP by simply jumping out and then back in quickly. Try not too stand still when repairing the MCP. Keep moving forward and try not too drive the MCP off course unless you can get it back on course in less then twenty seconds, The MCP's run time and down time counts in this twenty seconds.
The MCP has a weapon, use it. The MCP has decoys, use them. Remember you can be killed using the outside mini gun. Do not back up if you see a green repair light from behind, it hardly ever does any good too back up anyways. Don't repair the MCP from the front if there are AVT's in front of the MCP or any other side that has a working AVT or obviously a APT pointed towards it. Try too keep a engineer in the MCP at all times.
If you have a few moments of no resistance and your going to turn a corner into AVT's and APT"s It might be wise too repair the MCP as much as you can before moving forward, if not then keep moving forward. Don't get out of the MCP if you think your going too die quickly. Its better too stay in, (if your an engineer) then dieing in .2 seconds and maybe get one click of repair on it. If you can't safely get out and repair then communicate with your team as to what is stopping you from getting out and repairing. Let on coming would be repairing engineers know what side is safest too repair on if any at all. Lastly, if you plan on doing a fast bum-rush on the MCP too repair then choose your repair tool before jumping in or on a vehicle and hauling Ass to the MCP. I hope this helps someone, it has sure helped me.
xxcommodusxx
07-13-2009, 03:52 PM
Keep moving forward and never drive the MCP off course.
Lots of times when it is smart to drive the MCP off course, like Refinery. Take the back path and then go off course and drop down over the wall into the deployment area.
Kneecap
07-13-2009, 05:04 PM
The tip about third person view is a simple one, yet it didnt occur to me when i drove the mcp's... I will remember that from now on! Thanks!
hellight
07-13-2009, 06:41 PM
Lots of times when it is smart to drive the MCP off course, like Refinery. Take the back path and then go off course and drop down over the wall into the deployment area.
Very true. I thought about that after posting. I don't believe there are many more. If so I would like too know about them.
whiteaden
07-13-2009, 06:43 PM
Very true. I thought about that after posting. I don't believe there are many more. If so I would like too know about them.
outskirts has a "round the back" route.. but it's only advisable for Pro MCP drivers :D
Basiley
07-13-2009, 06:51 PM
ANY map have it.
from maps with MCP episode.
hellight
07-13-2009, 07:06 PM
Any map with the MCP can be driven of course as long as you get it back on course in I think less then twenty seconds. On valley, after the tunnel I went off course just be simply driving in the grass next to the road in front of the building left of the tunnel exit. I use the Refinery off course a lot.
BobMem
07-15-2009, 08:55 AM
Always having someone in the MCP means Engineers that are actually helping the team can't hide in the MCP when they get attacked, so they get killed and our man in the driver seat can't drive anywhere, so he might as well be elsewhere!
xxcommodusxx
07-15-2009, 01:32 PM
If you are very sneaky and get no resistance you can go around the outside of the tunnel on valley and make it before the MCP gets reset. Like you said you can also cut across the lawn on the far side of the tunnel and it is possible (but unlikely) that you can make it around the buildings to not take the road, but come from the bridge area (think of where the Titan spawns after the GDF capture the outpost).
On Refinery there are a bunch, including going out the far left exit from the GDF base, and following the wall to skip the road area that goes in front of the guard tower. You can also take the secondary route through the desert and drop down the walled area into the deploy zone (you can either drop down in front or behind the little building there).
On Outskirts you can make it all the way through the ruined buildings (the spot where Strogg put the two turrets) before it gets reset.
Sorry I don't have PS here at work or I'd whip up some little maps for you displaying the paths. Overall the alternate paths just aren't worth taking unless they are short or you have a team that knows what you are doing and can flank the stroggies that are trying to stop you, as any delay will pretty much mean that MCP gets redeployed.
Szakalot
07-15-2009, 01:41 PM
i got some tips too :
dont let a noob get inside! that is by far the most important one
keep hopping in and out of the minigun to kill everything in front; wont work only when there is a stroggy camping he minigun spot all the time, but hey you just keep one guy busy, so its at least a draw in powerplay
and finally :
dont let a noob get inside!
appleseed
07-15-2009, 02:54 PM
Never tryed to get over the tunnel in valley like you can do with titan or trojan, is it possible to climb the hill? useless I think but can be fun...
Peace
Basiley
07-15-2009, 03:05 PM
got killed i MCP driver position so many times ... don't know even what to think about :/
by Violator, PM or even mine, once.
hellight
07-15-2009, 04:25 PM
Always having someone in the MCP means Engineers that are actually helping the team can't hide in the MCP when they get attacked, so they get killed and our man in the driver seat can't drive anywhere, so he might as well be elsewhere!
I was thinking more of always having a engineer in the MCP.
hellight
07-15-2009, 04:37 PM
I am a little tired of people yelling at me sometimes too jump out and repair at that very moment. Ya buddy I'll jump out and repair with this tank in my face and two hyper's camping the driver's side and die in like .2 seconds. I know my strategy works because many times I have gotten the MCP from start to finish by myself, (Driving and repairing) with med/heavy resistance. If your in that position then simple communicate with your team too take out the things that are stopping you from getting out and repairing.
appleseed
07-16-2009, 04:27 AM
Do ALLWAYS wait for the huuuuuge hammer just in front of the mcp when you are in my team in any mcp phases, if they havent aat (if they have I fly them off b4) be sure that 2 hammers later this phase is off ;)
Ps: its maybe not the quicker option but it works everytime...
peace
Kneecap
07-18-2009, 09:30 PM
Yeah, a field op with a hammer at the ready is very useful, so try to coordinate your repair actions with them if the mcp is surrounded by enemy AV turrets.
hellight
07-20-2009, 06:10 PM
MCP tip for newbs edited.
hellight
08-02-2009, 02:03 PM
Shameless plug.
Weyoun
08-20-2009, 11:32 AM
it hardly ever does any good too back up anyways.
I usually back up to get more decoy time while shooting the damn AVTs that just got deployed. Of course never while someone repairs the MCP from behind :) . The driver MG makes less damage then the Minigun, but you will be able to disable a turret in a given time.
And on a second map like Outskirts you might even have the better decoys ready to decoy the hell out of the AVTs. Its vital on Slipgate too on the little ramp into the slipgate. Getting disabled on the ramp usually sucks because if you get out to repair you will "spawn" besides the ramp. Which gets you killed quickly.
BobMem
08-20-2009, 01:08 PM
The slipgate ramp is actually really short though because as soon as the MCP touches the slipgate you go through it.
Weyoun
08-20-2009, 02:22 PM
The slipgate ramp is actually really short though because as soon as the MCP touches the slipgate you go through it.
That's right, but it is an awkward place to be disabled. Happened to me a couple of times. And like on the bridge in Valley: when you get out you can't easily jump back. In Valley you actually get thrown from the bridge :p
hellight
08-20-2009, 03:50 PM
That's right, but it is an awkward place to be disabled. Happened to me a couple of times. And like on the bridge in Valley: when you get out you can't easily jump back. In Valley you actually get thrown from the bridge :p
In that section I drive the MCP on the right side of the bridge instead of the middle, it gives room to jump out and not fall off the bridge.
KeFeaR
08-20-2009, 06:41 PM
ALSO FUN:
When some vehicle is spamming your mcp, switch to minigun, fire off a few rounds and switch to the drivers seat before the EXPLOSIANS come.
If you do it right it should sound like:
*FWOOM* (plasma cannon sound) *WHIRRRRRRRRRATATATATATATATA* (minigun) *FWOOM* *WHIRRRRRRATATATATA* etc. etc. etc.
Be careful for hitscan weapons and random explosions though.
Milla
08-20-2009, 07:43 PM
about mcp, sometimes is better to drive off course to get new one. there are many "checkpoints"
xxcommodusxx
08-20-2009, 07:48 PM
about mcp, sometimes is better to drive off course to get new one. there are many "checkpoints"
I think that this is actually a problem with the game. I know it will never get fixed, but there are times when the stroggies are doing a great job in defending the broken down MCP and then bang those stupid flesh sacks get a brand new fully repaired MCP because they drove it off course (and off course can surprisingly be very close to on-course).
Basiley
08-20-2009, 09:26 PM
I think that this is actually a problem with the game. I know it will never get fixed, but there are times when the stroggies are doing a great job in defending the broken down MCP and then bang those stupid flash sacks get a brand new fully repaired MCP because they drove it off course (and off course can surprisingly be very close to on-course).
this dont work this way(without exploits/cheats).
MCP, to be respawned/redeployed, need to be ON route, to get this registered.
Milla
08-20-2009, 09:45 PM
this dont work this way(without exploits/cheats).
MCP, to be respawned/redeployed, need to be ON route, to get this registered.
LOL hehehe, good one.
xxcommodusxx
08-20-2009, 09:50 PM
this dont work this way(without exploits/cheats).
MCP, to be respawned/redeployed, need to be ON route, to get this registered.
What in god's name are you talking about Basiley?
1. Yes, it works this way.
2. Why on earth would the MCP respawn if it was on course?
3. In case you don't understand what I am saying, here is my initial question through translation party:
In the name of God? Basiley story?
Szakalot
08-20-2009, 10:17 PM
oh god, i think that translation party should have been fixed to Basiley's signature, so that proper communication can be established; both in and out.
we got a nice example of what constitues for 'erratic' 'glitchy' 'cheat' gameplay, in Basiley's opinion = just about anything he doesnt know about.
LighT_Sh4v0r
08-20-2009, 10:21 PM
Which includes the English language :p
sakhmet
08-21-2009, 12:26 AM
Great advice. A few points…..
On Canyon – I recommend not taking the short cut through the fence as your Engies are more exposed to enemy fire. I like running field Ops from either the main base, crossing over the hill behind the Strogg, or running up the mesa on your right and attacking from a flank position.
On Refinery, - The last corner you turn before you drop down the wall is a critical choke point easily defended by the Strogg. In terms of repairing, I find the straight run easier. Your teammates can easily secure the first row of buildings on the right for support . Field Ops can take the cut-off run from the main base towards the next objective then attack deployables from the left flank .
On Outskirts –The MCP has cover from terrain for most of the run, and you can support by securing the area immediately around the MCP. Field ops can select the rear spawn and take the extra vehicles wide left to flank the enemy deployable positions with Vampires.
On, Valley – As soon as the bridge is constructed, rush and secure the forward spawn. The tunnel is a great place for Strogg to defend as long as they hold the spawn. Especially if they get the Cyclops in place with an Engie and Medic for support. After you have left the tunnel, secure then push forward on left flank. You catch the Strogg in a cross fire with the Engies. You could run the cliff face on the right flank to get behind deployables in the MCP deploy area too.
On Slipgate – Don’t drive through the slipgate, it’s a trick!
If no Strogg are about, jump out and chuck a couple grenades under the nearest AVT before repairing.
Basiley
08-21-2009, 02:56 AM
What in god's name are you talking about Basiley?
1. Yes, it works this way.
2. Why on earth would the MCP respawn if it was on course?
1. dont seen even once.
2. when destroyed/disabled, off-route.
Weyoun
08-21-2009, 03:58 AM
MCP, to be respawned/redeployed, need to be ON route, to get this registered.
WTF? You won't get a new MCP unless it is OFF course. It will then be deployed to the last checkpoint on course.
And yes the off-course can be quite near to the on-course. As commodus mentioned. I witnessed it at least a couple of time on Outskirts (while I wasn't in it though *cough*).
xxcommodusxx
08-21-2009, 04:01 AM
I witnessed it at least a couple of time on Outskirts
That's where I tend to see it too.
xxcommodusxx
08-21-2009, 04:07 AM
. dont seen even once.
2. when destroyed/disabled, off-route.
Obviously there is some sort of miscommunication here. I am saying that the MCP gets respawned when it goes off course. There is no question of this. Being disabled has no bearing on if it gets respawned, and the only way an MCP can get "destroyed" is when it goes off course and gets respawned.
Basiley
08-21-2009, 02:02 PM
Obviously there is some sort of miscommunication here. I am saying that the MCP gets respawned when it goes off course. There is no question of this. Being disabled has no bearing on if it gets respawned, and the only way an MCP can get "destroyed" is when it goes off course and gets respawned.
yeah, but im mean["in short"] that MCP actually need to be on route[to be respawned on them, anyway] and thats trick is not work in recent patches.
LighT_Sh4v0r
08-21-2009, 03:26 PM
Try saying it in your pants instead of in your shirt, because what you just said makes very little sense.
whiteaden
08-21-2009, 03:32 PM
Try saying it in your pants instead of in your shirt, because what you just said makes very little sense.
he probably ment in short... and you probably saw that... but you're just racking up posts now ain't you!
Basiley
08-21-2009, 05:04 PM
Try saying it in your pants instead of in your shirt, because what you just said makes very little sense.
what cause you think, im have more troubles, talkin in shirt, than pants ? :)
own exparience ? :)
fixed, btw.
LighT_Sh4v0r
08-21-2009, 05:16 PM
he probably ment in short... and you probably saw that... but you're just racking up posts now ain't you!
I think you could best describe my current status as bored.
Szakalot
08-21-2009, 06:24 PM
yeah, but im mean["in short"] that MCP actually need to be on route[to be respawned on them, anyway] and thats trick is not work in recent patches.
mcp cant be on the route to get respawned, as long as its on route it will not get respawned; if it gets of course it has got 30seconds to get back and if it fails to do so, it will be respawned on route at the last checkpoint.
a trick of going sideways to the route to get a fresh mcp is in general a good idea; but requires good knowledge of where the checkpoints are; and i would not call it 'staying on route' as this makes it as confusing as it can get, even though that it is very close to the original path.
a good place to do that is mcp on valley, go around 15 out of the tunnel (around 1 sec before the GDF command says that the mcp is out of tunnel), go back and use the trick on the left. If you fail, you still have another go with a fresh mcp landing just after the tunnel.
frizlefry
08-29-2009, 01:10 AM
One of the main things new players do to hurt their team is poor or no MCP strategy. This thread will really highlight what they need to know to be part of the solution during this arduous phase.
As an aside, one of the reasons I play Strogg more often than GDF is I don't want to deal with the aggravation of the MCP. It's not so bad now since 1.5 patch but the bad taste from before the patch still lingers lol
Anyhoo, good tips here minus the Basiley babbling.
hellight
10-23-2009, 12:41 AM
!00% shameless bump. What!?