Mudhutwarrior, on 11 March 2015 - 03:48 AM, said:
Here is the thing, I went into CW and saw what it was all about. It took some heavy investment to build a decent drop deck.
It was a waste of time for a pug. No doubt about it.
Best thing anyone can do is not go there and let the groups have it for themselves. As you can see your clearly not welcome there so why go where your not invited.
The best part is it will die a slow death because the groups will get bored having to slug it out against other good players and come to solo to farm. They all do right now.
At least if we abandon CW it will die and PGI will invest in Solo more understanding that catering to moms basement boys will get them no where in the long run.
Well, I've done at least semi-decently pugging around in CW, as at the moment I'm hopping faction to faction to pick up free mechbays from the first two loyalty ranks, and then grab whatever I can before my 7 day contract expires.
That said, I did take the time to build a mostly complete drop deck first. I don't have anything Mastered yet, but everything in my deck is Basiced at a bare minimum and usually 2-3 of them are Elited. Even Basic and Elite make a huge difference in how a mech plays. The only trial mech I've used was the Firestarter back when it was on trial, and well, it's a Firestarter. Now I've got an elited Raven 4X for light rushes (sure it's no Firestarter, but I picked it up while eliting my Raven set and it has jumpjets) and a Cicada 2B for when I don't need JJs in my light slot.
The backbone of my deck has always been an elited Hunchback 4P and an elited Banshee 3M. Since the trial rotation I haven't been able to take a second 4P like I used to, but the IS tonnage buff lets me take a Thunderbolt 5SS instead.
Is it an ideal, 100% meta, completely mastered deck with full moduels? No, far from it. But it's got decently solid mechs that I am comfortable playing and perform well in, and that the enemy is usually reluctant to push against.
In general, if I manage to get into a queue with an 8 man unit group or larger I will probably win (there's no such thing as a guarantee of course, but the odds are pretty decent). If I queue with a 6 man unit group it's a bit of a tossup depending on how the other 5 pugs do and who we're facing. Queue with a complete pug group and it's usually a wash, unless we're holding the base on Counterattack (AKA easymode) or the opposition is also pugs. Sometimes I'll accidentally carry one of those games, but it kind of comes down to luck and who the enemy is.
No matter how well or poorly we do, I'll generally rake in a decent amount thanks to doing ~1k damage (usually a kill or two and several assists+most damage done) on bad games and 3k+ on good games (~5-11 kills, 15-30 assists, lots of destroyed components and most damage bonuses). Pretty much the only times I've done less than 1k damage were when my team got facerolled so hard that I might as well have been the only mech on the team (ie multiple people die with <100 damage total at the end of the match).
So the secret to successful CW pugging is:
1: Have at least a 3/4 complete deck with at least Basic efficiencies, as long as the trial you use to fill the 4th slot is *known* to be good, though even so with no efficiencies you should probably avoid actually dropping it until you really need to (ie it's your last mech, or you specifically need that weight class for a specific tactic like Steiner Scout Lance or Light Rush).
2: Look around in the queues for groups of 6+ waiting in line (a bar in the "6" column or higher, avoid full "1" columns unless you can see you're going to get Counter Attack). 8+ is ideal.
3: Be polite, use VOIP. Correct use of VOIP causes people to magically perform better by making them more aware of what's going on. Call out good targets and vulnerable components: your team might not have that Dire Wolf targeted, they might not know his CT is cherry red. Throwing a tantrum and raging at your team degrades their performance, causing them to do worse. Telling your team they're doing well or alright also mysteriously causes them to start doing even better, no idea why.
4: Fundamentals, fundamentals, fundamentals. Drop in good mechs with good loadouts. Torso twist. Focus components. Manage your heat. Use override (but don't blow yourself up unless you're about to die anyway). Lead with ballistics/PPCs. Track with lasers. AIM. Put UAVs and arty in good places. Dropping arty on a deathball that's trying to push a chokepoint (gates, narrow valleys, Death Valley on Boreal) works wonders for killing a push, especially against pugs. Try to avoid blocking teammates' movement. Do pushes as a team. Don't conga-line. Know when to switch between ECM and ECCM (and how, it's J by default). All these basic little things that apply in every battle and every situation.
Edit: Oh, and if you're a large Unit that wants to see more productivity out of your faction's pugs, provide the 8+ groups for them to join. Just drop in groups of 8-11 and use chat/VOIP to bring the pugs up to speed on how you plan to approach the match. Leadership and support will usually cause pugs to play better, plus they act as cannon fodder/TAA/padding to help your unit spread itself across more fights.
Edited by E Rommel, 11 March 2015 - 10:12 AM.