Master Q, on 14 August 2013 - 05:24 AM, said:
Hey, last time I had a teamkill happen I apologized. Still think it was his own fault for dashing in front of the assault mech who had AC/s blazing though. The split-second between click and fire on the AC/20 is just long enough for a catapult to step the wrong way into the line of fire.
Agreed. There are times, especially in a packed Forest Colony battle, when I have to cross in front of a friendly to get where I need to be. I always wince, try to time my passing, hope I'm not messing up their perfect shot, and understand that if they hit me it's my fault, not theirs.
I had two matches tonight that wasted precious time and friendlies because someone fired into someone's back and that someone had to kill them for it. Not before the deceased tore the hell out of the aggrieved. We lost both matches (no surprise there). I know it's frustrating when it happens, but I wish people would be the bigger mechwarrior and not lame everyone else's game when they get shot in the back.
That said, I don't know where I stand in the elo mystery ranking system, but after a night of bad games I always know when I've slid down a bracket by how many joyfires I see at the start of the game. I watch my teammates dump not only energy but precious ammo into the ground, canyon walls, and sky and think, "Oh, yeah. This is gonna suck." I'm rarely wrong.
I think half the reason it's hard to put together a plan at the beginning of a PUG match is because everyone is too busy trying to get out of the way of whatever mech is behind them before it cores-out their backside.
There's a training ground to set up your weapons, and no one cares enough about your loadout to watch what kind of beams you shoot the dirt with and figure it out (unless you're in a light showing the LRM-equipped players your TAG). Joyfire is a rookie clown-move that will, sooner or later (no matter how careful you say you are) end up hitting a teammate. Save it for the enemy.