Raell wrote:
Ok...I suck at this. Like, really. Not sure if it is just the trial mechs or if I am just that bad.
Likely some of both. It takes more than a little getting used to for the control scheme. Tracking your "legs'" facing relative to your body isn't something most games train you to do, and it's rather critical in MWO. Likewise, for most builds, heat management is important, and the trial mechs are spectacularly punitive of poor heat management (and not set up very efficiently in the first place since they mirror canon standard variants which are built to a universal 10-second refire rate).
Also, PUGging is hit or miss as always, though with the new matchmaking system, the extremes should be toned down some in most cases. If you're a brawler, find a Hunchback, Cat-A1, or most Atlas variants (other likely brawlers, in other words) and play wingman to them. If you're an LRM boat, find a hill about 700m out from the anticipated engagement zone (this'll take several runs on a map to feel out) and wait for your team to light up targets (and keep in mind LRMs don't arm at <180m).
Since you're in a trial mech for now, if you find you've got both LRMs and other weapons, put them on two different weapon groups, then trail behind a brawler and use the LRMs while you close distance on his target, then switch to your other weapons at medium-short range (~200-250m). At the beginning of a match, while you're moving into position, you can move your crosshair around to point at the ground at different ranges. Watch your weapon HUD in the lower right, and note at what ranges it changes color. Black means the distance to whatever's under your reticle is such that the black weapon is ineffective, and most weapons' peak damage is within half their max range. Missiles are the exception. PPCs and LRMs have a minimum range, too.