Please Learn How To Play On River City
#1
Posted 23 August 2013 - 11:41 AM
Why is this such a difficult tactic for so many others to understand though? So many times I've dropped with a team that instantly decides to start off in one direction, such as lower, while I'm yelling in chat that the other team has chose the opposite direction and will cap if we don't meet them. Sometimes they turn back and there's a nice brawl, but most of the time once they've gone off in one direction they won't turn back, and then both teams end up going straight to each other's bases relatively unopposed and start sitting on the caps.
PLEASE start paying attention to where the other team is heading and act accordingly. Or if they're lollygagging at their base, at least listen when someone tells you that they've gone the opposite direction that you're going and turn around. Otherwise, we all end up with paltry 50k CBill or less payouts at the end of the match.
#3
Posted 23 August 2013 - 01:16 PM
Sephlock, on 23 August 2013 - 12:41 PM, said:
But with gauss rounds.
Actually happens less than you would think. Of course, that's why I always make sure cover is nearby when I do this, just in case they start shooting. At most, you might get tagged wtih some long range shot at half damage, unless you stand there like a fool while their entire team snipes you.
#4
Posted 23 August 2013 - 01:17 PM
Doctor Proctor, on 23 August 2013 - 11:41 AM, said:
Why is this such a difficult tactic for so many others to understand though? So many times I've dropped with a team that instantly decides to start off in one direction, such as lower, while I'm yelling in chat that the other team has chose the opposite direction and will cap if we don't meet them. Sometimes they turn back and there's a nice brawl, but most of the time once they've gone off in one direction they won't turn back, and then both teams end up going straight to each other's bases relatively unopposed and start sitting on the caps.
PLEASE start paying attention to where the other team is heading and act accordingly. Or if they're lollygagging at their base, at least listen when someone tells you that they've gone the opposite direction that you're going and turn around. Otherwise, we all end up with paltry 50k CBill or less payouts at the end of the match.
Know your feelings, i feel the very same everytime i bother to do a check, but Halas most of the ppl love the Conga/*********** mentality.
That's why i resorted to ignore base defense unless i see a minimum of 2-3 mechs returning since i'm movil enough to return in time
#5
Posted 24 August 2013 - 02:00 AM
At the start of the game people will follow the first thing that moves. Just like a little duck. So if you walk in a direction at about 60kph to 80 kph people will follow you. If you go faster then that the distance will become too big too fast and they'll follow some one else. Once people start following slow down to about 50kph to avoid leaving the assault mechs behind.
After that people will be attracted to the nearest red triangle they can see in front of them. If you keep targets locked that are on the edge of the enemy team the pugs may actually execute a flanking manoeuvre.
Typing out a motivation + suggestion helps too. For example on Alpine: "They've got a light pack, 5 light mechs going north" "Lets stay in F10 and defend the base".
Unfortunately, more often then not it doesn't work which is most frustrating.
Edited by Hauser, 24 August 2013 - 02:04 AM.
#6
Posted 25 August 2013 - 08:21 AM
#7
Posted 25 August 2013 - 08:26 AM
#8
Posted 25 August 2013 - 01:22 PM
I personally don't because my render range generally prevents me on my poor PC.
#9
Posted 29 August 2013 - 09:32 AM
-[1] It was the first map so people have a predetermined Idea on how to play it (Not that I agree with the meta)
-[2] Currently, Scouts are not scouting, so finding enemy coordinates is a hassle. The Result is the average P.U.G. taking the safe route
-[3] The Map is really small, so there's less forgiveness/reaction time to the enemy's plan.
-[4] Both Bases are within Direct Fire Artillery range. This means that people will almost always take the safe route, behind citadel, and the Launch pad people will always go Upper
-[5] Hive Mind. People are used to playing a certain way and this developed because Scouts did not scout but instead brawled, the Consequence was the average PUG going Epsi on Alpine and cycling Right on River City.
There's a lot of ways to fix this problem. Most them rely on the player base
My suggestions are. Scouting as the O.P. stated by giving coordinates and mechs.
the other is team coordination.
It's really up to the individual to prevent Hive Mind.
But the Map does need to be Expanded....badly
Edited by Timuroslav, 29 August 2013 - 09:36 AM.
#10
Posted 29 August 2013 - 11:57 AM
Hauser, on 24 August 2013 - 02:00 AM, said:
At the start of the game people will follow the first thing that moves. Just like a little duck. So if you walk in a direction at about 60kph to 80 kph people will follow you. If you go faster then that the distance will become too big too fast and they'll follow some one else.
<snip>
After that people will be attracted to the nearest red triangle they can see in front of them.
<snip>
Ahh that's so funny. And sad. And true.
I'll take the conga line over the roach scatter any day of the week, though.
#11
Posted 04 September 2013 - 09:39 PM
#12
Posted 05 September 2013 - 06:55 AM
#13
Posted 06 September 2013 - 11:10 AM
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