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Timidity Is Not A Tactic

Guide Balance Tactics

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#421 Nikkoru

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Posted 31 January 2014 - 09:30 AM

View PostIndiandream, on 31 January 2014 - 09:11 AM, said:

Victory is the carrot. Losing is the stick. At least for me. I'll do what it takes to win, even if that means being the guy making the risky run up the flank, or the guy cresting the hill to lay a base of fire.

You say the game rewards timidity.

I say the game rewards fast reading of the play, good positioning, movement and initiative.

That's the thing, though. Being the tip of the spear and leading a charge early on may eventually lead your team to victory, but it also means that you'll probably be the first one to die, which means either you sit around for eight minutes just to see if your team actually won, or you leave the game and never know. Those are pretty big sticks.

And that is just from a simple win/loss perspective. It gets worse when you consider resources. When you die early you make far less coin and xp. As far as the game design goes, win/loss is irrelivant, it's the amount of damage/spotting/capping you do that counts. Sure, your noble sacrifice early on may lead to a victory, but the game doesn't reward you for that behavior, it rewards the guys sniping from the back while other people take the damage, so that is what people gravitate towards.

So, because the game design penalizes being the first to die, people are more reluctant to do it. If, for example, the xp and c-bill rewards were based very heavily on win/loss, and if players weren't forced to stick around after being killed to recieve their full xp and c-bills, then you'd see a lot more people willing to get stuck in.

Like I said, game design drives behavior.

Edited by Nikkoru, 31 January 2014 - 09:32 AM.


#422 Wrathful-Khan

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Posted 31 January 2014 - 09:38 AM

Actually I'm often the last guy alive and with the highest damage. It's the guy who was hiding and oblivious to the situation around him that died first.

Scratch that - if everyone chips in and does their bit theres no need for anyone to be last guy alive or even the first to die.

Edited by Indiandream, 31 January 2014 - 09:40 AM.


#423 Nikkoru

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Posted 31 January 2014 - 09:41 AM

View PostIndiandream, on 31 January 2014 - 09:38 AM, said:

Actually I'm often the last guy alive and with the highest damage. It's the guy who was hiding and oblivious to the situation around him that died first.

Well, then, I would describe your situation as being atypical. For most players, they learn very quickly that the second you stick your nose out too far, you get crushed, so they learn to play extremely cautiously, because that is what the game rewards, that is what the game teaches.

#424 Wrathful-Khan

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Posted 31 January 2014 - 09:46 AM

Oh I understand caution. Prudence is my best friend. - Of course its a bad idea to run solo into an entrenched group of enemies.

But my spider senses also tell me that it's not cautious to stay in one place and allow ourselves to be out-maneuvered.

Better to force the enemy into a corner - That's prudence.

Edited by Indiandream, 31 January 2014 - 09:49 AM.


#425 DAYLEET

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Posted 31 January 2014 - 10:50 AM

All this wouldnt be so bad if it was like any other game where you can chose the server you want and play again the day after if you like the guys or avoid it. At least learn the guys that play on it, ok im with him and him so i can do this and that. We basicaly have no confidence in anyone backing you or knowing what to do when the time comes. Having 3 guys with you as you start taking damage is as good as having noone most of the times, they all run away without even knowing what we are facing.

Ofcourse you have the matter that money earning is the backbone of this game, that a win pays the same as a loss or a draw, that assist(just hitting someone once) pays so it push people to splash their damage rather than focus with 11 where getting a kill is almost the luck of the draw (we have damage rewarding cbills, remove assist completly, not the stat, the cbill earning).

Then it's a game realy hard on newbies because it's a lot more about knowledge than dexterity/reflex or what the gaming community call skills. The game is not viceral so you are less inclined to try hard, i can go right to bed after a game of mwo and i could never do that after a game of another fps.

So Much have to be learned, known realy fast as you lock into someone. We all come from other FPS i believe and we realy should come from RTS, you never focus the biggest ************* on the battlefield when he has a swarm with him. In other fps, if you're good, you can wreack 12 guys all by yourself if you play it right, 2 guys can win a game all by themselves. In mwo you only have one life, you need everyone to do his part even if that just mean absorbing all the damage while everyone move forward with him, sure you then get "i carried you all with my 900damage!!!1!" but it just shows his ignorance.

#426 Wrathful-Khan

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Posted 31 January 2014 - 10:59 AM

View PostDAYLEET, on 31 January 2014 - 10:50 AM, said:

d we realy should come from RTS,


Totally agree with that. I've played a lot of Company of Heroes and Total War - These kinds of games teach you to probe the enemies line and defenses to find and exploit weak spots.

Edited by Indiandream, 31 January 2014 - 11:09 AM.


#427 1453 R

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Posted 31 January 2014 - 11:23 AM

View PostDAYLEET, on 31 January 2014 - 10:50 AM, said:

...
Then it's a game realy hard on newbies because it's a lot more about knowledge than dexterity/reflex or what the gaming community call skills. The game is not viceral so you are less inclined to try hard, i can go right to bed after a game of mwo and i could never do that after a game of another fps.

...


...ERMAHGERD

You mean there might actually be video games out there which reward intelligence, forethought, and the ability to rapidly make and follow through on proper decisions in response to battlefield information more than blind-{Dezgra} meth-headed frag-obsessed twitchmonkeys with the rational-thinking ability of a half-rotted rutabaga? SAY IT AIN'T SO, DAYLEET! WE CAN'T POSSIBLY LET THE CALL OF DUTY FOLKS DOWN, CAN WE?!

Put a bit less sarcastically: I hold the entirely opposite opinion. A match of MechWarrior Online is much more deeply involving and rewarding then yet another slog through a few rounds of Call of Derpy or its various and attendant clones. It's impossible for a player's oh-so-vaunted Lightning Twitch Headshot Skillz to cover for the fact that said player's I.Q. is measured in fractions rather than integers in this game. If you're a good shot, but you're dumb, then in regular FPS games you're still one of the best players out there. In MWO, you're dead.

Certainly this comes as a culture shock to regular FPS folks, to whom kills are everything, survival is nothing, and brains are not only optional but actively discouraged. This doesn't mean we should try and swing back towards the Call of Derpy end of the spectrum, this means we should educate our rookies as to how to try and win fights even without the ability to respawn and take advantage of your own suicide scouting.

Which, funnily enough, struck me as being a large part of the entire point of this thread.

#428 NRP

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Posted 31 January 2014 - 11:53 AM

I can't believe people are still debating this.

Anyone who PUGs solo often knows very well the high level of cowardice exhibited by most people. When I have to lead a charge in my Cicada 2A and kill a few mechs just to get the two wimpy Atlases hiding behind the hill on Alpine to follow me, you know something is wrong.

#429 Void Angel

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Posted 31 January 2014 - 12:04 PM

View PostVidarok, on 31 January 2014 - 06:58 AM, said:

Perhaps it would be best if you let people play the game the way they want.

Do you realize that your own statement contradicts the principle it is trying to apply, and thus cannot be a valid thought? Not to mention, as has been mentioned, that this is the guides section. Your post is non-constructive. If you have anything to add to the conversation, please do. Troll more, and I'll report you to moderation.

#430 Void Angel

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Posted 31 January 2014 - 12:48 PM

View PostNikkoru, on 31 January 2014 - 08:55 AM, said:

Players behave timidly because that is what the game rewards.
If you want to change the way people act, chance the placement of the sticks and carrots.

View PostNikkoru, on 31 January 2014 - 09:30 AM, said:

Being the tip of the spear and leading a charge early on may eventually lead your team to victory, but it also means that you'll probably be the first one to die, which means either you sit around for eight minutes just to see if your team actually won, or you leave the game and never know. Those are pretty big sticks.

And that is just from a simple win/loss perspective. It gets worse when you consider resources. When you die early you make far less coin and xp. As far as the game design goes, win/loss is irrelivant, it's the amount of damage/spotting/capping you do that counts. Sure, your noble sacrifice early on may lead to a victory, but the game doesn't reward you for that behavior, it rewards the guys sniping from the back while other people take the damage, so that is what people gravitate towards.

So, because the game design penalizes being the first to die, people are more reluctant to do it. If, for example, the xp and c-bill rewards were based very heavily on win/loss, and if players weren't forced to stick around after being killed to recieve their full xp and c-bills, then you'd see a lot more people willing to get stuck in.

Like I said, game design drives behavior.

You're partially correct, but I have to disagree with a couple of things.

First, this is the guides section; I've posted other places about what I think is wrong with the metagame and what needs to be improved to bring things to better balance. But this thread is about how to live in the world game balance gives us.

Second, don't get sucked into the brawler-sniper-hider sub-debate that's been spawned in this thread (notably by people jabbering about tactics and Sun Tzu - while understanding neither.) I'm not telling people that they have to mass up and charge - or not. I'm telling them that while I understand why they're hiding in the back, there really is a carrot waiting at the end of the path of courage. The problem isn't that there's a lack of reward for playing with intelligent aggression (even while sniping.) The problem is that the behaviors that would result in those rewards are being precluded by the set of emergent player tactics we all call "the metagame." The relevant aspects of the meta are the combination of poptarts and dakka.

Jump sniping remains effective (though with a higher skill cap,) and the nerfs to some of the related weapons produced a rise in dakka-mechs. Because both dakka and poptarts excel at killing 'mechs who cross open areas, new players are often punished simply for trying to fight. Because of this, then never learn that there's another, better way to play the game than "hide and hope" cowering tactics. If one guy charges foolishly; he dies, and this is good. But if only one or two guys charge at the right time, they can still die - because their team did the wrong thing. Again, don't get hung up on this example; the same principle applies to flanking, or even falling back to a better position ("get out of the caldera!") If the team had taken proper action (which isn't as complex as it sounds; they just have to act as a team, even if they think the team is wrong,) they'd all have been rewarded with kills, damage, and victory. The reward, in victories and KDR, is there - but punishment is precluding those behaviors that lead to the reward.

That's the point of this guide, as well as the other that's in my signature: to tell people that there is a carrot behind Poptart Hill - if they just cooperate to go get it.

Edited by Void Angel, 31 January 2014 - 12:51 PM.


#431 Ruhkil

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Posted 02 February 2014 - 11:38 AM

the thing that strikes me after reading a few other pages is this issue of cowardice is multifactorial. in previous mechwarrior games our radar was a bit more complete if that is the right word. I remember in MW4 I could cycle trhough the R key and see most of the enemy force at a given time on the battlefield and it was very difficult to sneak attack the enemy. secondly that siesmic sensor only works when you are still and costs more than most mechs running around. that plus no voice comms means that each person has extremely limited information and cannot quickly respond to say an enemy flank attack or a break in the line. hudding in a corner is not the response to any problem but its more diverse than just cowardice though.

#432 Void Angel

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Posted 17 March 2014 - 09:04 PM

Procrastination for the win! (archival post moved to later in the thread.)
;)

Edited by Void Angel, 09 May 2014 - 07:22 AM.


#433 Vanguard319

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Posted 17 March 2014 - 10:21 PM

I have a story of a recent match that exemplifies what Void is trying to say. I was pugging in an assault on Crimson Strait, my team moved out only to find that the other team turtled inside their base. Their plan was to basically let their turrets deal and take most of the damage, and if they were short on manpower, it would have been a good strategy. I was in my RVN-3L, and was the only light on my team, as well as the only ECM-equipped mech on my team. Since I couldn't get a direct LoS without being shot to pieces, I instead used the cover from the buildings to get close enough to launch my UAV, while at the same time, providing ECM cover for the forward units on my team.

We gradually ground down their defenses and won with few losses, and there are three reasons why we won:

1. They almost completely surrendered initiative to our team, only one light mech went out to scout, and suicided to a single lance early in the fight, he probably reported what he ran into, but missed the eight remaining mechs under my ECM, so his team had little to no intelligence on what they were really facing.

2. They failed to kill me, as I stated, I was the only mech on my team with ECM and scouting modules, and I used them to full effect, keeping my teammates relatively safe from LRM locks, while pinpointing enemy locations for our LRM carriers with my UAV. They knew I was there, as I did receive a fair bit of damage, but they never made any attempt to corner and kill me, even though I was close to their front line. Doing so would have exposed my team, and their LRM turrets would have been more useful, which brings me to #3.

3. They just sat in their base and stuck with their original strategy, even after it was trumped by assets they did not consider in their plans. Once they realized that the effectiveness of their turrets was gimped by an ECM cloud, and that they were visible to us, they should have moved out of the base and started clearing our forward units. Instead they sat in the open area of their base and waited for their turrets to magically save them while we stayed fairly mobile, wore them down with LRM support and took potshots at targets of opportunity. The only thing that relying on the turrets did for them was delay their defeat by ten minutes or so.

Edited by Vanguard319, 17 March 2014 - 10:27 PM.


#434 PACoFist

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Posted 24 March 2014 - 01:49 AM

I just had match in Caustic Valley. The opposing team had an Awesome, a couple of Atlants and 4 (!) Stalkers, all of them crammed with LRMs. So it was pure LRM-hell.
What is the best way to deal with LRM-boats? - Get closer than 180 metres.
What did my team do? - Sniping and rock-hugging until the missiles had done their work. :)

And this happens almost every single game.
The LRM-buff would not be half that bad, if people were not so shy to get in close combat. Most people seem to be unable to adapt their tactic to a situation. All they do is sniping. The only time they get more aggressive is when they are leading like 8-4.

#435 Magna Canus

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Posted 24 March 2014 - 02:35 AM

View PostPACoFist, on 24 March 2014 - 01:49 AM, said:

I just had match in Caustic Valley. The opposing team had an Awesome, a couple of Atlants and 4 (!) Stalkers, all of them crammed with LRMs. So it was pure LRM-hell.
What is the best way to deal with LRM-boats? - Get closer than 180 metres.
What did my team do? - Sniping and rock-hugging until the missiles had done their work. :)

And this happens almost every single game.
The LRM-buff would not be half that bad, if people were not so shy to get in close combat. Most people seem to be unable to adapt their tactic to a situation. All they do is sniping. The only time they get more aggressive is when they are leading like 8-4.

I was running my Catapult C1 pretty effectively over the weekend and the only time I really got owned was when on Forest colony, a Spider 5d and 3 Embers managed to sneak behind the lines and tear me appart. It was a really great execution and I congratulated them on it. I doubt though that they would have ever been able to pull it off with heavier/slower mechs.

Recently, maybe due to the new LRM mechanics, the best tactics have been either a) snipe from cover until the LRMs are close to empty and then charge or ;) risk splitting up the group and hit them from 2+ flanks at once. The former requires patience which pays out, especially when impatient enemies begin feeding themselves to your team one or two at a time. The later works well vs. the "stalker blob of doom". I think the second one is also the reason why Arty is seen so often on the field; find a blob, stay outside of 1000m, drop a strike when you have enough enemies in one place, collect compoents at your leisure.

The times when a charge really pay out are when you have either 1) a lot of inexperienced enemies who panic when charged or are simply not paying attention 2) the enemy team is sufficiently "softened up" beforehand 3) your hand is forced because there is no escaping the LRM rain 4) you are confident you can win the race to get the superior position 5) you can take your enemy by surprise with your charge.

I have seen tons of Atlas led charges end in total failure. Lighter/faster forward scouts pull back to the group, sometimes dropping UAV along the way, while chipping away at the enemy. At some point he lands in the middle of the group and ends up dying horribly to focused fire. After that the group focus' fire on the next in line, the charge ends up loosing momentum and the agressors get picked appart while backpeddaling to cover. One in 10 such charges really works as intended and then it is just a total stomp, well earned I might say.

All this tells us, there is a time to charge and there is a time not to charge. Camping/sniping/charging are not always going to be the best tactic in every situation. You have to think, observe, and choose the best tactic to fit the situation.

#436 Arc Viper

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Posted 30 March 2014 - 07:05 AM

I've had countless matches of frustration as a medium mech pilot waiting for my allies to do something. Anything. About 90% of the games I lose are because my allies sit back on a ridge, jumpjet, take a crapload of damage from the other team, and shoot off one ppc until they die. As a blackjack pilot, I have been forced to lead a charge because nobody else will move.

A rule of thumb when I play. Never lead a charge before 5 minutes into the game unless you are really, really sure that you have overwhelming firepower. So unless you have 3 atlases. Don't. If you see a big group of your allies charging in, you charge in after them. Even if it's bad tactics, you need to protect them from their own stupidity. Or maybe they see an opportunity that you can't see from your angle.

Pop-tartin till the day I die. Please, unless you are a pro, don't imitate a target at a gun range and soak up damage like a sponge. I have sooo many matches of mechs dropping like flies before the enemy team can even get within 500 meters.

A lot of medium mech pilots like myself desperately depend on heavies and assaults not camping in one place the entire match. Remember, your mech has legs for a good reason.

Edited by Arc Viper, 30 March 2014 - 07:08 AM.


#437 Void Angel

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Posted 09 May 2014 - 07:24 AM

OK, archiving the OP, for real this time, because update!
Spoiler


#438 Darth Futuza

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Posted 14 July 2014 - 08:24 PM

If only I were better at convincing random PUGs that they need to be a little more aggressive...when one Jenner stands up to an Atlas two BJs and a Summoner, not a lot of good happens. :)

#439 Void Angel

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Posted 16 July 2014 - 03:46 PM

I had a match where I was given the opportunity to point out that when the Locust is taking more risks and dealing more damage than heavies and assaults, something is wrong.

It's not about convincing PuGs, though - it's nice, but you have to accept that it's not always going to happen. I just spam "stay together, focus fire, and keep moving" at the start of the match, then just be sure I'm relaying information to my team when I have the time. As a light, you can't lead with your feet like you can with larger 'mechs, because people expect you to be off away from the group. However, if you can tell your team where the enemy is and what he's doing, the team is more likely to make a concerted response than if they each just watch their own piece of the battlefield huddled behind cover like sheep in a thunderstorm.

This is where this thread starts to converge with Follow the Fracking Atlas.

#440 Throe

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Posted 31 July 2014 - 10:48 AM

Sometimes it amazes me how often people tend to try to follow me when I run off in my Spider-5D... and I look down at my radar, and I see the trail forming behind me, and I'm thinking, "Are they following me, or is this coincidence?"

I still don't know the answer to that question, but this happens very often... I hope it's not just me going the wrong direction to scout... lol





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