Why Havent I Won A Game Yet?
#1
Posted 26 June 2013 - 04:48 AM
Im playing a Mech called Spider. Pretty Fun mech. But Cant Carry a team in it to win. All the Losses werent even close to a win.
#2
Posted 26 June 2013 - 05:09 AM
All you are expected to do is contribute in some form, whether it be damage, distract, or cap.
Once you finally finish your first 25 matches and collected the money from that, you can then start on getting better.. just make sure you do some research on your first mech because screwing that up will hurt you.
#3
Posted 26 June 2013 - 05:11 AM
#4
Posted 26 June 2013 - 05:19 AM
#5
Posted 26 June 2013 - 05:28 AM
#6
Posted 26 June 2013 - 05:29 AM
#7
Posted 26 June 2013 - 05:30 AM
In general as well, its all about teamwork. You can score 1000 damage and still lose a match because your team didn't work together (seen this a lot).
I would suggest that you run a medium or heavy mech for a while. They are more forgiving of mistakes and encourage you to run with "the pack" while you pick up a few tricks. The main one is to use your "Y" chat key to talk to your team!
Having said that, there is a "low skill" version of the spider you could run... but it generates a lot of hate amongst hard-core players. The Spider-7K "Urbanmech".
This one is fully tooled up for 4.2M cbills
SDR-5K
Very slow, but takes a lot of punishment and you can dish out around 200pts of damage without a problem.
#8
Posted 26 June 2013 - 05:30 AM
#9
Posted 26 June 2013 - 05:32 AM
#10
Posted 26 June 2013 - 05:43 AM
I'm not saying that you should turn this into a game of blame and finger pointing, merely that you reestablish what counts as a good match. At the moment, you're taking responsibility for the actions of 16 players. Instead, at the end of a match, consider whether you did things that helped the team. Did you relay the enemy positions so you team could respond? A win. Did you take out the side torso of that PPC sniper before he took you down? A win. It doesn't matter if the rest of your team capitalised on the opening you bought them and were victorious, that's their responsibility, not yours. Some day, you'll find players who'll take advantage of what you've done for them, and the victories will come.
#11
Posted 26 June 2013 - 06:39 AM
#12
Posted 26 June 2013 - 07:03 AM
#13
Posted 26 June 2013 - 07:07 AM
#14
Posted 26 June 2013 - 07:30 AM
Second, if you really want to win more often, learn to carry. To carry, it means to deal more damage and have much better situational awareness and flexibility to the point in which you are positioned where you are at the right time.
For instance, say if an enemy is capping but you still have a battle on your hand, you need to time it right and keep your eye on the counter. Deal enough damage and involvement so that your team can win at the battle AND come back to base and save the game.
#15
Posted 26 June 2013 - 07:38 AM
Edited by Revorn, 26 June 2013 - 07:38 AM.
#16
Posted 26 June 2013 - 07:53 AM
We ran 8-man scrims with 8 Trial Spiders on each side last night, it took us nearly 14 minutes to kill everyone, even with calling targets.
#17
Posted 26 June 2013 - 08:03 AM
#18
Posted 26 June 2013 - 08:03 AM
Edited by Ragnar Darkmane, 26 June 2013 - 08:04 AM.
#19
Posted 26 June 2013 - 08:10 AM
So, best thing I can say is: Are you locking up your targets? This not only provides targetting data for friendly LRM units but allows you to see where you should aim your limited weapons to have effect. Shoot whatever part is most damaged. Are you trying to engage other units directly? A Spider is almost always outgunned, outarmored, and lacks the endurance to take damage. Don't go toe-to-toe with anything, and never head directly away or towards an enemy unit (makes it very easy to target you).
As others have said, if you are going to be engaging in combat directly, you best get a heavier unit. The Spider is built to avoid combat, not engage in it. Also, as has been stated, no one person can carry a team. Unless everyone pulls their weight, you'll go down to any team that has more people who know their mechs and roles, regardless of how great your own performance is. Expect in any Pick Up Group (PUG), you will be straddled with 2 people who have no idea what they are doing, 1 person who left their game running to gain rewards without doing anything, 2 people who are top-notch pilots, and 2 people who are still learning the ropes but can contribute to the fight. How many more of each you have vrs how many the other team has will largely determine the outcome, so don't feel you alone are the reason for any loss.
Hope this helps!
Edited by Jakob Knight, 26 June 2013 - 08:12 AM.
#20
Posted 26 June 2013 - 08:15 AM
If you want to help your team in a Spider, engage the enemy early, hit-and-run, let them "forget about you," and repeat (coming from a different direction). Harass the other team's harassers: an assault mech on your team typically won't be able to focus on that Jenner blasting away at their rear armor, but YOU can. You probably won't bring that Jenner down, but they'll have to stop shooting at your teammate long enough to drive you off.
Like a real spider, their bite is more annoying than deadly, but think of how many people are crazily, mindlessly scared of spiders and play accordingly.
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