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"stick Together." The Assault Racket And Player Created Imbalance.


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#301 Livewyr

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Posted 15 May 2013 - 01:03 PM

View PostRasako, on 15 May 2013 - 12:56 PM, said:

all I've really heard out of you is a wailing little child ******* and moaning about how "I WANT THE GAME PLAYED MY WAY AND NO OTHER WAY IS ALLOWED!" because other people are acting that way. instead of being a pathetic *****, why don't you just play the game properly? if your way is capping, then you better weigh the negatives to capping and not just troll your team because "you like capping" which is basically all you've stated throughout this entire thread other than verbally assaulting other players for having an opinion different from yours. There's absolutely nothing wrong with capping and very rarely in any of my games do people complain about it unless its a 0-0 grief cap, you're just here to **** in everyone's cheerio's and rile up a shitstorm for no other reason than to please your sadistic sense of self entitlement


Read the thread.. then try again.

#302 I am

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Posted 15 May 2013 - 09:07 PM

Every time I read part of this thread, I get in my capmando and go on a short capping crusade.

#303 Sidekick

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Posted 15 May 2013 - 09:26 PM

View PostI am, on 15 May 2013 - 09:07 PM, said:

Every time I read part of this thread, I get in my capmando and go on a short capping crusade.


Good idea.

#304 Morifen

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Posted 15 May 2013 - 09:35 PM

"You can see on the heat-map that there is where the majority of the deaths are."

What heat map? Where do you find this?

#305 Livewyr

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Posted 16 May 2013 - 03:11 AM

View PostMorifen, on 15 May 2013 - 09:35 PM, said:

"You can see on the heat-map that there is where the majority of the deaths are."

What heat map? Where do you find this?


https://static.mwome...m/img/heatmaps/

#306 MrZakalwe

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Posted 16 May 2013 - 03:23 AM

Sort of on topic- I think a change to ECM that would make LRMs usable again would be really good for lights.

LRMs even under ideal circumstances are far more effective against heavies/assaults. Would help to give lights more of a combat role.

#307 Livewyr

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Posted 16 May 2013 - 03:35 AM

View PostMrZakalwe, on 16 May 2013 - 03:23 AM, said:

Sort of on topic- I think a change to ECM that would make LRMs usable again would be really good for lights.

LRMs even under ideal circumstances are far more effective against heavies/assaults. Would help to give lights more of a combat role.


If they made the damage doable but not too high (1.3ish per missile) and made the missiles fly (even faster, I dunno about this 120 speed.. I guess it's nice that they're doing baby-steps at least on ONE weapon adjustment...figures it'd be missile buff) faster, LRMs might be useful to put on a light mech.

#308 MrZakalwe

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Posted 16 May 2013 - 03:47 AM

View PostLivewyr, on 16 May 2013 - 03:35 AM, said:


If they made the damage doable but not too high (1.3ish per missile) and made the missiles fly (even faster, I dunno about this 120 speed.. I guess it's nice that they're doing baby-steps at least on ONE weapon adjustment...figures it'd be missile buff) faster, LRMs might be useful to put on a light mech.


To be honest I was thinking more on the tag/targetting end trading on the increased defence lights have against LRMs rather than using them.

When was the last time you saw a light get hit by an LRM when they had both legs?

#309 Joseph Mallan

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Posted 16 May 2013 - 04:12 AM

View PostLivewyr, on 16 May 2013 - 03:11 AM, said:


Wow is all I can say about those Kill Maps.

Lemming much?

#310 RG Notch

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Posted 16 May 2013 - 04:21 AM

View PostI am, on 15 May 2013 - 09:07 PM, said:

Every time I read part of this thread, I get in my capmando and go on a short capping crusade.

Cool you might increase the 19% of matches ending in caps Wooot! And people say that the capping isn't about griefing. ;)

#311 Agent of Change

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Posted 16 May 2013 - 04:30 AM

View PostI am, on 15 May 2013 - 09:07 PM, said:

Every time I read part of this thread, I get in my capmando and go on a short capping crusade.


This is so much truth, but then I bring out the flavor of my Scotch with the tears of shortsighted rage QQ'rs who play stupidly and then blame me for not doing the same.

View PostRG Notch, on 16 May 2013 - 04:21 AM, said:

Cool you might increase the 19% of matches ending in caps Wooot! And people say that the capping isn't about griefing. :)


Now when we play you it is, otherwise it's about trying to add tactical options or force the meta a little.

But I do have a list of people I automatically cap to win against, gotta keep farming them rage tears.

Cap on Sight. It's a thing, and the best part i can still do it if you are on my team and not have broken any rules. ;)

Edited by Agent of Change, 16 May 2013 - 04:31 AM.


#312 MustrumRidcully

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Posted 16 May 2013 - 04:39 AM

View PostLefty Lucy, on 12 May 2013 - 02:52 PM, said:


That's the thing though, and it's the reason why you see so many 8 man teams running 2 scouts and 6 heavies/assaults: all mechs move faster forward than back. Once you engage the enemy, retreat is generally not a good option.


At least when you get down to the ML/AC20/SRM ranges. At PPC and Gauss ranges, you can still try to retreat, or at least hide in cover. Which might be why this route has become more popular with buffs to the long range direct-fire weapons and nerfs to missiles...

#313 RG Notch

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Posted 16 May 2013 - 04:40 AM

View PostAgent of Change, on 16 May 2013 - 04:30 AM, said:


This is so much truth, but then I bring out the flavor of my Scotch with the tears of shortsighted rage QQ'rs who play stupidly and then blame me for not doing the same.



Now when we play you it is, otherwise it's about trying to add tactical options or force the meta a little.

But I do have a list of people I automatically cap to win against, gotta keep farming them rage tears.

Cap on Sight. It's a thing, and the best part i can still do it if you are on my team and not have broken any rules. ;)

Again, it is all about the griefing but keep thinking it's tactical. I'll keep enjoying the 81% of matches that end with fighting. I hate to disappoint you but I don't shed tears, I have said over and over I don't rage at the trolls as that only feeds them. I don't get upset anymore, I fight while I can, which is to the end in 81% of matches. In the 19% that end in caps I fight until the counter ticks down, then I move on to the next match where I have an overwhelming chance to actually have a fight. You and the rest of the People of the Red Square can run to the mystical Red Square and have the joy of standing in it's glory. You get your W, I have fun fighting every match even if it's cut short by trolls.
In short nothing you can do can totally take away my enjoyment, even as much as the People of the Red Square are present on these forums, the overwhelming % of matches end with fun fighting. So go on your capping sprees, grief as much as you can it still doesn't change how the game is played by the vast majority of players. Cap away, those of us who want to fight are having our fun in 4/5 matches.
I don't get angry with people like you, I pity that you can't figure out any other way to use lighter mechs than to run to the Red Square.

#314 Prezimonto

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Posted 16 May 2013 - 04:50 AM

I can't agree more.

The problem with medium mechs IS that they're generalists. This is only a problem because the game essentially only rewards fighting. Mission or multi-objective based game modes would strong encourage mediums for that exact reason. They can fill multiple roles on a single drop. Fast enough to get around the map and back to extraction points within a tight time limit, enough firepower to take out defensive systems and survive skirmish/harassment on the go... IF there's a reason to split on the team.

The current game modes do essentially nothing to encourage tactical decisions, which automatically defaults your team decisions to "stick together" OR "stick together except send one or two fast mechs to back cap/distract. And as you so succinctly point out... "stick together" is the Assault Racket.... they shine in that type of fight.

tl/dr: this game needs objective/mission based game play.

Edited by Prezimonto, 16 May 2013 - 04:52 AM.


#315 MustrumRidcully

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Posted 16 May 2013 - 04:50 AM

View PostKeifomofutu, on 13 May 2013 - 06:20 AM, said:


Wow you missed the point badly. Players will never act how they "should". They'll just act how they act. But hey if you want to scream at your team all day to "fix" them be my guest.


Players will gravitate to doing stuff that works. Whatever that is.

If you want certain player behavior in your game, make sure that behavior works in your game.

#316 MrZakalwe

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Posted 16 May 2013 - 04:53 AM

This issue could also be solved by letting you see what mechs the enemy team has at the start of the match.

So you could make the smart tactical decision i.e. enemy got 3 lights? Guess we'll sit in our base and wait, then.

#317 Livewyr

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Posted 16 May 2013 - 05:06 AM

View PostMrZakalwe, on 16 May 2013 - 04:53 AM, said:

This issue could also be solved by letting you see what mechs the enemy team has at the start of the match.

So you could make the smart tactical decision i.e. enemy got 3 lights? Guess we'll sit in our base and wait, then.


That would actually suck pretty bad..

Then you just forming Cheese tactic A, B, C, D, and E for each enemy make-up.

#318 MrZakalwe

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Posted 16 May 2013 - 05:14 AM

View PostLivewyr, on 16 May 2013 - 05:06 AM, said:


That would actually suck pretty bad..

Then you just forming Cheese tactic A, B, C, D, and E for each enemy make-up.

Currently if your side doesn't have any lights and theirs does the only sound tactical decisions (if you care about winning) is to stay in your base or move to somewhere defendable close to your base as splitting your force when the enemy doesn't is an easy way to lose.

The issue with that is that this is very tedious for everybody.

I would prefer to win but if the only sound tactical decision is sit in my base and wait for an attack that wont be here for several minutes on alpine then I'll happily give myself the disadvantage.

BTW I'm in favor of capping being in the game but currently the timers on Alpine/Tourmaline mean if you advance towards the enemy you wont be able to get back in time if they have 2+ lights.

#319 Livewyr

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Posted 16 May 2013 - 05:21 AM

(I'd like to capping to be reworked- something similar to WoT if need be)

But if your team has no lights, yeah that does suck, you'll have to assume the enemy does, and leave a heavier mech at the base. (Wanna cure that? Encourage people to play lighter mechs: That's what this thread was generated by, cripple lights and meds don't get played much... so you can have games where you don't have a light on your team.)

#320 Lightfoot

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Posted 16 May 2013 - 05:40 AM

Stick together is about the only tactic players can respond too in a PUG. If I see my team getting strung out across the map I might suggest, "Regroup, unless you are a fast Light", or something. I don't care if they cap to win some games. Why would you?

As for Alpine ridge campers, they are icing on the cake to me. Yes, just pop your head up or stand in the same place for me to unload into. If they would move, instead of ridge-camp they would take less damage. And if you just run at them, then you enter their trap. That's why you want long range stuff on Alpine. ER anything goes well.





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