Anecdotal Experiences From Pugging The Last Few Nights
#1
Posted 28 February 2013 - 10:58 PM
~Win / Loss ratio for tonight was 5:15 (20 matches played)
~The team with the most ECMs had the greatest chance of winning. (played a game where the whole lower city [river city night] was covered in ECM because none of us had it, but the opposing team did)
~No real "diversity" among mechs. You have a few fairly original ones, and then there's:
-2 SSRM Raven 3l (average of 2 per match with an outlier of 4)
-Splatapults (2 or more per game played)
-PPC boats (assorted)
-LRM boats (assorted [Anything over 30 LRMs/salvo])
~Gameplay is greatly enhanced when on TS3 or any VOIP client for that matter
Meh... This game has some serious balancing issues, but I'm sure they'll get around to fixing them in a timely fashion.
/Endrant
Also sorry to the kids I cussed out over chat. Tonight was terrible at work, and I took it out on cheese build players when my loosing streak started.
#2
Posted 28 February 2013 - 11:01 PM
#3
Posted 28 February 2013 - 11:02 PM
#5
Posted 28 February 2013 - 11:04 PM
The only real counter is 3 allies on comms that are decent shots and stayig grouped for mutual defense. At least half my play time I do not have the luxury of such.
#6
Posted 28 February 2013 - 11:08 PM
Lord Ikka, on 28 February 2013 - 11:02 PM, said:
I don't get why the PPC doesn't receive a treatment similar to the Gauss as far as its HP goes. It could be dropped down to 5 or 6 easily. With or without explosion chance.
SuomiWarder, on 28 February 2013 - 11:04 PM, said:
The only real counter is 3 allies on comms that are decent shots and stayig grouped for mutual defense. At least half my play time I do not have the luxury of such.
Even with 3 ppl on comm, I've never been able to kill a Splat Cat before it kills one of the pugs. Its like you can't go wrong with them. You'll always at least break even.
#7
Posted 28 February 2013 - 11:15 PM
Inyc, on 28 February 2013 - 11:08 PM, said:
They're effective for 4 main reasons
-90 point accurate alpha
-If you optimize the build it will run at 80km/h with JJ's and faster still without
-You will virtually never run out of ammo
-You can hide under the ECM (Peeked over a ridge tonight to get killed by 2 splatcats under an ECM blanket)
It needs a speed nerf and nothing more. Staying out of 270m is impossible on almost EVERY map in this game save alpine. So people need to STOP saying "stay more than 270m away! Hurr Durr". It covers too much ground too quickly to be avoided in most cases.
#8
Posted 28 February 2013 - 11:16 PM
srm boats get murdered unless the ravens are careless, too easy to stay at near-max range and mlas/streak it to death
what you really want is something that can essentially one-shot either a leg or a side torso
0X2A, on 28 February 2013 - 11:15 PM, said:
depends on what you're in. if you're in a top speed light mech, it's pretty easy. if you're at a top speed cicada or trebuchet it's doable, but you'll take a few volleys at range (not too painful). if you're a modest speed medium or anything bigger, then yeah
on open maps like caustic or alpine, staying out of 270 is a matter of speed, plain and simple
on other maps like river city or frozen city, getting out of 270 is still easy, but it's more about breaking LOS and backing off when you've broken LOS.
Edited by p00k, 28 February 2013 - 11:20 PM.
#9
Posted 28 February 2013 - 11:33 PM
#10
Posted 28 February 2013 - 11:42 PM
#12
Posted 01 March 2013 - 12:03 AM
0X2A, on 28 February 2013 - 10:58 PM, said:
-2 SSRM Raven 3l (average of 2 per match with an outlier of 4)
-Splatapults (2 or more per game played)
-PPC boats (assorted)
-LRM boats (assorted [Anything over 30 LRMs/salvo])
That already looks pretty diverse to me though.
#13
Posted 01 March 2013 - 01:04 AM
TerebNeerg, on 28 February 2013 - 11:33 PM, said:
That's the trick. How do you pull it of regularly?
I believe the trick about ambushes is - ambushes work more often than not, at least in the way that the ambusher can initiate the contact when he wants to. (No guarantee the ambush will also always lead to victory, but the chances are obviously higher).
#14
Posted 01 March 2013 - 01:32 AM
MustrumRidcully, on 01 March 2013 - 01:04 AM, said:
I believe the trick about ambushes is - ambushes work more often than not, at least in the way that the ambusher can initiate the contact when he wants to. (No guarantee the ambush will also always lead to victory, but the chances are obviously higher).
I don't pull it off regularly I pug pretty much exclusively (occasionally drop with a friends or two). Ideally your scouts locate and ID the enemy force instead of trying to take them on 1 versus 8. As a pug, that usually means the poor sap in front of me get ambushed and then I shoot me some ears as the Cat kills the teammate.
Edited by TerebNeerg, 01 March 2013 - 01:32 AM.
#15
Posted 01 March 2013 - 01:36 AM
TerebNeerg, on 01 March 2013 - 01:32 AM, said:
I don't pull it off regularly I pug pretty much exclusively (occasionally drop with a friends or two). Ideally your scouts locate and ID the enemy force instead of trying to take them on 1 versus 8. As a pug, that usually means the poor sap in front of me get ambushed and then I shoot me some ears as the Cat kills the teammate.
That's pretty much how i'd envision it to go. Too bad that's already a kill in favor of the Splat.
And do you think it would happen if your scout was ambushed by a Brawler Atlas?
Edited by MustrumRidcully, 01 March 2013 - 01:36 AM.
#16
Posted 01 March 2013 - 02:25 AM
In pugs there aren't usually scouts, just guys who get shot first.
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