Concerning Things I've Noticed So Far
#1
Posted 11 September 2013 - 04:24 AM
The second thing is spotting is basically useless. I was excited about setting up my light mech for a scout role but, there is no point. I will flank their whole team, scout the biggest slowest most exposed guy from behind and missiles never arrive. Spotting is actually more distracting than useful (unless it is for your own info) because rarely do assists ever come from it and I get exposed trying to remain line of sight. I think part of it is that everyone uses auto-cannons, ppc, and medium lasers. I don't see hardly any lrm's not enough to make spotting worth it.
I guess, I'm just used to military style fps games where squads, tactics, flanking, rotating, and scouting are very important to a win. This is more like a big face to face smash'em up. After some time I'll get used to it though. It's definitely a change. Hopefully with the release it will be more competitive.
#2
Posted 11 September 2013 - 04:29 AM
Then all what you just said actually really matters.
without Teamspeak (or any other kind of voice comms) it tends to get a bit boring.
#3
Posted 11 September 2013 - 04:35 AM
Also you might want to try spotting them initially then moving back into your ball of death for a while, and scouting behind or to the flanks of your group so you can warn your team of any enemies trying to flank your team.
As a light mech, you are more useful at harassing enemies drawing their attention, while your allies are moving in to attack, as well as scrambling their sensors with an ECM module.
Edited by Earl White, 11 September 2013 - 04:37 AM.
#4
Posted 11 September 2013 - 04:35 AM
RiotHero, on 11 September 2013 - 04:24 AM, said:
I'm always the only one flanking.
In conquest it is just as bad. Half the team will rush to cap but, ONLY the nearest one. The rest just camps. If the whole team would go mid and to either side you could take two points at once then reconnect but, no one will ever flank.
The second thing is spotting is basically useless.
I will flank their whole team, scout the biggest slowest most exposed guy from behind and missiles never arrive.
all of these points only happen in PUG (i.e. public games).
The best advice i can give: go to the ngng-teamspeak-server ( www.nogutsnogalaxy.net , klick top left button regarding teamspeak-server) and find yourself a team. you will find out, that playing with at least a full lance of 4 players is a huge advantage in strategy, fun and ability to win. most guys at ngng are realy smart and also help new players.
just give it a try
#5
Posted 11 September 2013 - 04:38 AM
When you have no teammates you can really rely on, and your team's intention is mostly to brawl, then the best of the bad options is to go to the center. If you had all gone right, the enemy may have gone all left. If you had split your forces, you risk getting pinned down and destroyed.
You can mitigate this "pessimistic" approach by using team chat at the start of the match, make suggestions. "Heavies assaults head toward center but wait at opening," or something like that. Keep in mind if the brawl were to happen in the center, then the team that controls the inside space can win more easily.
Spotting while playing solo ain't useful, bring a teammate with LRMs.
The point of winning a firefight here is to pour more damage and kills to the other side than they do to you. So it's not quite the linear formation of the 1700s-1800s, it is more about controlling your engagement lines in the style of late 1800s warfare (US Civil War, Franco-Prussian War) leading up to WW1. The Revolutionary War linear formation is about maximizing firepower while minimizing damage as rangefinding was still very poor (as was firearms accuracy at that time).
#6
Posted 11 September 2013 - 04:49 AM
Never expect 12 strangers to suddenly behave in a tactical manner with no direction and no communication. There is a map function (B for battlegrid) allowing you to take command and place order markers on the map for your team.
You can also join 4 man teams or 12 man teams where communication allows even deeper strategy.
#7
Posted 11 September 2013 - 05:44 AM
#8
Posted 11 September 2013 - 05:46 AM
good players max out armor and ferro fibrous upgrade , kite behind buildings and poke from 900 meters .
itll get better
Edited by MadCat02, 11 September 2013 - 05:47 AM.
#9
Posted 11 September 2013 - 05:48 AM
#10
Posted 11 September 2013 - 06:17 AM
Edited by Pastor Priest, 11 September 2013 - 07:05 PM.
#11
Posted 11 September 2013 - 06:29 AM
http://mwomercs.com/...rofanity-guild/
#12
Posted 11 September 2013 - 07:17 AM
#13
Posted 11 September 2013 - 08:07 AM
#14
Posted 11 September 2013 - 12:01 PM
With that said, as you work your way into higher Elo rankings, solo dropping in pugs gets better. You'll end up more often in with premade groups (on both sides), and matches will be a lot more interesting and strategic.
Remember, being new means you're matched with other new players, many of whom have no clue whatsoever what's going on. Give it some time. In the mean time, if you can't get into at least a small group, build mechs to be self sufficient (ie: Don't rely on LRM support, etc). Be fast, so you can redeploy, and generally stick with the group.
I strongly recommend, at least, when you see decent players around you - not necessarily in how spectacular their performance is, but rather indications that they're at least marginally intelligent - add them to your friends list, say high, start up a group and do some drops together. Even without voice comms, you can get soooo much more done and be much more effective when you're able to choose mechs to complement each other, and have someone you know you can work with.
#15
Posted 11 September 2013 - 12:33 PM
#16
Posted 11 September 2013 - 12:48 PM
RiotHero, on 11 September 2013 - 04:24 AM, said:
The second thing is spotting is basically useless. I was excited about setting up my light mech for a scout role but, there is no point. I will flank their whole team, scout the biggest slowest most exposed guy from behind and missiles never arrive. Spotting is actually more distracting than useful (unless it is for your own info) because rarely do assists ever come from it and I get exposed trying to remain line of sight. I think part of it is that everyone uses auto-cannons, ppc, and medium lasers. I don't see hardly any lrm's not enough to make spotting worth it.
I guess, I'm just used to military style fps games where squads, tactics, flanking, rotating, and scouting are very important to a win. This is more like a big face to face smash'em up. After some time I'll get used to it though. It's definitely a change. Hopefully with the release it will be more competitive.
You pretty much summed up the game at its current state. [no sarcasm intended towards you]
#17
Posted 11 September 2013 - 12:55 PM
RiotHero, on 11 September 2013 - 04:24 AM, said:
The second thing is spotting is basically useless. I was excited about setting up my light mech for a scout role but, there is no point. I will flank their whole team, scout the biggest slowest most exposed guy from behind and missiles never arrive. Spotting is actually more distracting than useful (unless it is for your own info) because rarely do assists ever come from it and I get exposed trying to remain line of sight. I think part of it is that everyone uses auto-cannons, ppc, and medium lasers. I don't see hardly any lrm's not enough to make spotting worth it.
I guess, I'm just used to military style fps games where squads, tactics, flanking, rotating, and scouting are very important to a win. This is more like a big face to face smash'em up. After some time I'll get used to it though. It's definitely a change. Hopefully with the release it will be more competitive.
There is strategy, but as others have indicated, find yourself a team.
as far as role warfare is concerned (like Scouting) forget it for now (if ever). PGI's game does not lend itself to that model, however much they want you to believe they are trying to implement Role warfare. AND, few players even know what scouting is so knowing to target an enemy mech (press "R" mates) doesn't dawn on them. Also, with no knockdown, the lights can be relatively inviolable so why scout when they can fight assaults. Ever see a 3xSSRM2 commando take out an Atlas? This game has it. Dragon bowling was during closed beta, but PGI disabled knockdown back when that was the rage.
#18
Posted 11 September 2013 - 01:08 PM
Gremlich Johns, on 11 September 2013 - 12:55 PM, said:
To add to Gremlich Johns' previous statement. PGI took disabled knockdowns until they could implement it better. They've stated knockdowns would return, however, they have not given us an ETA.
Cheers.
#19
Posted 11 September 2013 - 01:12 PM
#20
Posted 11 September 2013 - 07:29 PM
I'll have to check around for some teams in the meantime.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users