Scared Players
#81
Posted 10 April 2013 - 07:48 AM
1) Drop in and immediately turn around to see if that n00b behind you is gonna test fire or failclick his weapons. Respond appropriately according to mood and potential a$$beating level of n00bs mech, or use 4 sided dice.
2) Never expect anything good to happen and when it does it's like Christmas.
3) Get an angle around optimal, near cover, and wait 90 seconds watching the line and one flank. Sure as hell some adhd CS kid in an Awesome will poke his head over at which point you blow it off.
4) Make L sign on forehead and congratulate yourself for being a genius.
5) Common sense, short and simple communications with your team in team chat is almost invariably met with positive results.
6) Avoid getting uptight while spectating, or you'll die of ulcers. Besides, he's alive and you're not. If you must, type in helpfull comments like "OMFG BEHIND YOU"... "UNZOOM!!!"... "HIT "r" KEY TO TARGET!"..."KAPA KAPA KAPA!"...etc.
#82
Posted 10 April 2013 - 07:48 AM
OneEyed Jack, on 10 April 2013 - 06:05 AM, said:
It's also a very bad tactic the way far too many people do it. Sniping can be great if the player is a very good shot, so they can put multiple shots into the same location at range, and if they're willing to be exposed to occasional return fire to get a good vantage point. Too many people, however, try to do it because it's a "safe" way to play. They spend more time nudging in and out of cover waiting for a chance to take a shot while no one is looking than they do ever shooting at anyone. Or they just can't shoot for **** and refuse to acknowledge it. If you can't place those shots like I described above, and do it numerous times throughout the match, you should find a better build/tactic for your skillset.
Thats what I got out of it *shrug* . To me, he seems frustrated with his team stopping an advance on the high ground and taking pot shots at an enemy he thinks they aren't hitting (or maybe they aren't) while huddling around cover. Seems like sniping to me.
It just seems like the OP wants a brawl from the start, but also wants his team to be fast and make decisive decisions. In a PUG enviroment anyway, that is tricky to do.
I just think he needs a bit more patience and be willing to adapt to his teams tactics they have chosen to adopt that match.
#83
Posted 10 April 2013 - 07:52 AM
Mercules, on 10 April 2013 - 07:36 AM, said:
Okay, that wasn't myself of my friend. When he was leveling up Commandos we had the exact same experience though. Literally took 4 mechs out of combat leaving them 6 vrs 4 and our team didn't advance.
I have had this happen to me as well. Even with annoucing the plan in advance. There is not much you can do but die and rage crash your head against your computer.
#84
Posted 10 April 2013 - 07:54 AM
#85
Posted 10 April 2013 - 07:55 AM
#86
Posted 10 April 2013 - 08:15 AM
The key thing isn't just about thinking fast and acting fast, it's about constantly putting pressure on the enemy team, to search for a weak point to exploit. This can be done via sniping or it can be done via storming, the point is to keep the enemy team busy. Running out there to flank the enemy and all that is nice and heroic, but it does squat if the rest of the team is not inclined to follow you. As a player, you have to assess what kind of makeup and attitude the team has, and fit in accordingly. Personally, I usually pilot faster heavies/ mediums, so I usually go in the center of the line to act as appropriate; snipe if the team is long range, support if more brawly. My builds are usually multi-role enough to fit.
The player must understand how his mech build fights and how it fits into a tactical team. A Splatcat/ Gunjaeger, for example, is a short-range mech that is better in built-up terrain; it is better in the second line, behind the mid-range gunners and in front of any LRM boats. This is where it can advance under supporting fire, and react to enemy thrusts with AC20s or SRM6s to the face. A 300XL Centurion with a close-in build however, is better on the flanks where it can support the lights and/ or enfilade fire on engaged enemies to take advantage of the lighter armour on the back.
How many actually take the time at the start of the match to review the mech types in your team, and then while on the march shake yourself into the appropriate position? I still don't get it right after so long.
And how many of the players actually scout? Scouting isn't just a light mech's job, every mech scouts. And how many understand the difference and limitations between hollow and filled triangles, and use the targeting system to pass information to the rest of the team? Why is this important? How are you going to form tactics without knowing where the enemy is?
I make it a point especially on Alpine to get up a ridge early to spot enemy movement, how many, what types, what chassis; I make it a point to type this into the chat (since at max range I can zoom and spot and is safe enough to type). I rarely see this even from dedicated light "scouts".
MWO does need players to think fast and act fast. That doesn't (always) mean you lead a flanking charge to disrupt the enemy or a over-ridge movement to close. It means, you assess the relevant information quickly, make a decision, communicate the decision and act on it. Even if the decision is to hold back in cover and snipe to wear the enemy down first.
#88
Posted 10 April 2013 - 09:06 AM
Arete, on 10 April 2013 - 03:01 AM, said:
If I see that my pug team rushes, I rush with them. If I see them stand off and hide, I hide with them. If I see them split in pin/flank manouver, I join one of the groups. Quick adaptation to a random group is the key to having good pug matches.
There are games where 1 guy goes one way, 3 another, and 3 another. There's just no way around getting wiped out in cases like those no matter which group you follow.
Without game ranks and the ability to see the loadout of friendly mechs, I sometimes end up supporting an Atlas with small lasers and an AC2 or some other assault that can't hit the broad side of a barn even if I cover his back from lights and focus on his target (which doesn't work cause he can't hit anything) which just makes me wish I went solo.
#89
Posted 10 April 2013 - 09:57 AM
#92
Posted 10 April 2013 - 10:12 AM
GHQCommander, on 10 April 2013 - 01:52 AM, said:
For me its ruining the game because I'm the guy who takes the enemy on hard. I move fast and I think fast. Strategy includes moving fast and attacking. Yet I constantly see teams holding back on a terrain line.
I hold back long enough for other players to hold aggro. Those are the games where I tend to get the most kills and do the most damage. There is never a shortage of people who want to lemming-charge in PUGs.
Every time I have tried a lemming charge myself I have regretted it. I get killed quick and then I am dead and bored. There is not a lot of thinking-on-your-feet you can do in an Assault mech or a slow heavy.
#93
Posted 10 April 2013 - 10:27 AM
Joseph Mallan, on 10 April 2013 - 05:03 AM, said:
Echo Co
"Being Rambo gets you killed."
Quote every Sgt I served with.
Thank you come again.
You'd be the first Marine I've ever known who commonly refers to themselves as a soldier.
1/5 A Co 2003-2008
Also, I was a Sgt and I'm psychotically aggressive in MWO
Edited by Panzerman03, 10 April 2013 - 10:28 AM.
#94
Posted 10 April 2013 - 10:29 AM
Panzerman03, on 10 April 2013 - 10:27 AM, said:
You'd be the first Marine I've ever known who commonly refers to themselves as a soldier.
1/5 A Co 2003-2008
Personally I have been a civilian since 1988-89(?). I know the difference. Just don't really care to much any more.
#95
Posted 10 April 2013 - 10:44 AM
GHQCommander, on 10 April 2013 - 01:52 AM, said:
For me its ruining the game because I'm the guy who takes the enemy on hard. I move fast and I think fast. Strategy includes moving fast and attacking. Yet I constantly see teams holding back on a terrain line.
Like the match I just played, my entire team stopped advancing on to the high ground. Where we could have sat taking shots at the other teams heads as they pop out. The other teams weapons wouldn't hit us so frequently because they are behind cover. DOH. It's a sound tactic yet my hid behind a ridge and the other team hid behind a ridge.
WTF?!
Please consider your entire teams movement in this game. Do not huddle together behind a rock or a ridge. Your weapons arc needs to be clear if you want to hit and you need to be able to see your target. Common sense. There is no point ***** footing around as if you can win by doing nothing but keeping out of the way.
You can always go ahead and charge
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