Wow.. [Lord]
#141
Posted 19 December 2014 - 11:48 AM
Normally when we would drop against them it is so how many can we try to kill this time. A few months ago for us it was a wish to kill just one, now it is how many.
#142
Posted 21 December 2014 - 06:05 PM
#143
Posted 21 December 2014 - 07:33 PM
James Montana, on 18 December 2014 - 12:09 PM, said:
Oh, I beg to differ. I kind of want to play against these guys after having read this.
Well... I would... if I could drop in and out of matches for training faster.
#144
Posted 21 December 2014 - 07:55 PM
DjPush, on 17 December 2014 - 04:43 PM, said:
If human nature is any indication, after a few weeks or months CW will have lost its novelty and shininess and it'll be mostly the big, well-trained competitive Units left playing it so you might not have to fight them again if you stick to the other 2 queues. By then PGI will have (hopefully) ironed out all the problems they find in the meantime with Invasion mode and make it available for the solo and group queues where most of the players will be.
If things continue as is, the big competitive Units who claim they want a challenge will fight each other almost exclusively (a few others will join them); the small casual groups can fight each other (and not be farmed by the big competitive groups) and the soloists will fight soloists (unless unscrupulous Units sync-drop, which is unreliable).
#145
Posted 21 December 2014 - 10:34 PM
I guess all the people **** talking them never actually played them til now. GGclose.
Anyways, for SJR and the Lords, in the seas of CW they are more akin to a Special Forces unit; in that woe be to he who faces them, but they are so few in number that they hardly make a difference in the outcome of it all.
The uber-elite SF units win battles, but the lowly groundpounder win wars.
Quantity has it's own quality (which scares me if SA ever decides to turn its hordes upon the Inner Sphere with ghost drops).
#146
Posted 22 December 2014 - 05:44 AM
Tyman
#147
Posted 22 December 2014 - 06:19 AM
Diablobo, on 17 December 2014 - 04:37 PM, said:
They bleed and die just like the rest of us, only they hit back just a little harder.
Deal with it, and grow a pair.
Lord insults people who don't give them a challenge as they steam roll everything in sight, why should people play against them only to be insulted when they have little chance of defeating them on Boreal?
Tyman4, on 22 December 2014 - 05:44 AM, said:
Tyman
Doesn't happen, Lord hops the wall and starts spawn camping you, the Drop Ships are the only thing that does any damage to them at that point.
#148
Posted 22 December 2014 - 10:17 AM
Lord Scarlett Johan, on 21 December 2014 - 10:34 PM, said:
I guess all the people **** talking them never actually played them til now. GGclose.
Anyways, for SJR and the Lords, in the seas of CW they are more akin to a Special Forces unit; in that woe be to he who faces them, but they are so few in number that they hardly make a difference in the outcome of it all.
The uber-elite SF units win battles, but the lowly groundpounder win wars.
Quantity has it's own quality (which scares me if SA ever decides to turn its hordes upon the Inner Sphere with ghost drops).
agreed in principle.....though the amount of time I see them in group drops...sometimes I swear they're stalking me!
#149
Posted 22 December 2014 - 10:52 AM
Any company in game - Clan or IS who is doing well is generally doing so because of ritual of teamwork practice in the group queue prior.
Want to be Lords?
Know the maps.
Be efficient on coms.
Standardize your drop-decks/mech order throughout your group before entering the group/faction queue.
Organize your drop-decks/mechs via synergies.
Practice teamwork.
You know how you get left out of a 'competitive' group?
Ignore drop commands.
Whine.
Fall behind.
Regularly get out of position.
Fail to communicate.
Notice how individual aim/skill isn't on this list?
There's a reason you'll see an old schooler clans drop in 6 Timberwolves, 2 Hellbringers and who knows what else - or 6 Thunderbolts, a couple Atlas etc.
When you have mechs with the same speed and effective engagement distance in a cluster it makes it -very- easy for a drop commander to make quick and effective decisions.
#150
Posted 22 December 2014 - 11:19 AM
Lord Scarlett Johan, on 21 December 2014 - 10:34 PM, said:
I guess all the people **** talking them never actually played them til now. GGclose.
Anyways, for SJR and the Lords, in the seas of CW they are more akin to a Special Forces unit; in that woe be to he who faces them, but they are so few in number that they hardly make a difference in the outcome of it all.
The uber-elite SF units win battles, but the lowly groundpounder win wars.
Quantity has it's own quality (which scares me if SA ever decides to turn its hordes upon the Inner Sphere with ghost drops).
Which SA are you referring to? Certainly not us, we rarely if ever see an autowin, and I personally never have.
#151
Posted 22 December 2014 - 12:10 PM
#152
Posted 22 December 2014 - 01:33 PM
Kiryuin Ragyo, on 22 December 2014 - 12:10 PM, said:
Yes, please drop in your 4 Dire Wolves...watch the Lords not give a single **** and core you out in seconds before moving on to farm the rest of your team.
#153
Posted 22 December 2014 - 01:55 PM
Father Dougal, on 17 December 2014 - 06:44 PM, said:
I take great pleasure in killing a LORD even if its just one...and I die soon after....
#155
Posted 22 December 2014 - 03:03 PM
There are a lot of "Good" Teams out there and every one of them can be beaten. Team Tactics usually comes down to one or two mechs and the decision can go either way.
Any guild/clan/team/group who practices know this.... not to knock the lords but they bleed just like anyone else.
#156
Posted 22 December 2014 - 03:14 PM
Edited by Flying Fox 333, 22 December 2014 - 03:21 PM.
#157
Posted 22 December 2014 - 03:53 PM
Rhaegor, on 21 December 2014 - 06:05 PM, said:
I was in that round, Proton killed the 7 first mechs in the first 2 minutes of the match before a single gate was open. His aim was uncanny, no matter how much I twisted he would core my CT in 2 hits using medium and large clan lasers.
#158
Posted 22 December 2014 - 04:07 PM
AntharPrime, on 22 December 2014 - 03:53 PM, said:
What range are you trading at that you can get cored in 2 hits? Before the gates are open, most people are trading at 700-800m range where C-ERML have significant damage fall off. It sounds more likely that the 3 HOL pilots were focusing down targets so it feels like 2 hits even outside damage fall off range.
3k damage matches shouldn't be that uncommon especially if the rest of your team isn't putting up big numbers. I'm counting a lance and a half of sub-500 damage players...
Proton, Coburn, and Trev are all exceptional pilots though and it's always fun to play with them
#159
Posted 22 December 2014 - 05:04 PM
pwnface, on 22 December 2014 - 04:07 PM, said:
What range are you trading at that you can get cored in 2 hits? Before the gates are open, most people are trading at 700-800m range where C-ERML have significant damage fall off. It sounds more likely that the 3 HOL pilots were focusing down targets so it feels like 2 hits even outside damage fall off range.
3k damage matches shouldn't be that uncommon especially if the rest of your team isn't putting up big numbers. I'm counting a lance and a half of sub-500 damage players...
Proton, Coburn, and Trev are all exceptional pilots though and it's always fun to play with them
He was about 500m from me way up the left side of the hill on the other side of the Beta gate. I was down in front of the gate. He was in a Hellbringer and popping off mechs one after another and he was the only one that had line of sight on us. I didn't even know mechs could get that high on the hill.
#160
Posted 22 December 2014 - 05:23 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users