I’d need to see some clips of game play to honestly be able to help.
Apart from basic tips like calling out amp before using it so your team can coordinate it’s hard to advise much of anything.
Now apart from saying that, most high level play rests in situational awareness, jet fuel management and environmental control.
Situational awareness. The first major tip here is knowing how long the monster is going to be focusing on his target and who that target is. This helps determine when to put pressure, amp and when to waste cloak to help evasion. Yes this is basic but it translates to high end play with every decision you make. Choosing to damage amp when you’re the only one wanting to put pressure is going to cost the team a strike.
Dropping a dust tag and firing at your mark when it’s running away is absurd. You’re the only one damaging it through walls and allowing it to build it’s stamina faster to gain more ground. Arguably if the monster is running on fumes for health it’s acceptable but moving for the kill as a team is preferred.
Damage amp… Well, like any support should be. Sit on high ground with good line of sight keep brighter lighting to your back (if there is one) this makes it harder for the monster to see your jet pack when cloaked and slightly harder to determine you’re the support character.
Do not take the highest ground. Take a nearby mid height. If the monster decides to focus you, this allows you to take higher ground and punishes the monster for trying to reach you where you were. Make him waste time, stamina and armour/health for considering it and he’ll have to determine if trying to further push is worth it as you could easily jump off the cliff back to the mid platform or all the way to the ground. Meaning the monster would be further wasting resources. Tunnel vision monsters lose a lot of game because of Hunters who use elevation to their advantage.
That’s the most I can do without any visual information on how you play Cabot and I’m pretty sure you knew all of this anyways.