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Match Quality


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#21 Clit Beastwood

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Posted 16 September 2013 - 08:00 AM

View PostKhobai, on 15 September 2013 - 02:56 AM, said:

Its caused by not having a proper respawn gamemode. When you have one life gamemodes like this, all it takes is a few really bad players or disconnectors/afkers to completely screw the entire team over.


Well it's a sim and not an arcade game. Hopefully the bads either get with the game, or get out of it.

#22 Clit Beastwood

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Posted 16 September 2013 - 08:03 AM

People play conquest wrong. You don't go in and fight one on one - you run around legging every mech on the other team, then cap them out :)

#23 Shadey99

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Posted 16 September 2013 - 08:10 AM

View PostFierostetz, on 16 September 2013 - 08:03 AM, said:

People play conquest wrong. You don't go in and fight one on one - you run around legging every mech on the other team, then cap them out :)


I actually legged an Atlas the other day (He moved and at range I couldn't tell that my shots had gone low after I blew off his torso)... It was hilarious watching it limp around for the rest of the match. I'd taken the right arm, torso, and leg so he had almost no guns. I don't recall who finally put him out of his misery, I went off to kill something else...

#24 nehebkau

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Posted 16 September 2013 - 08:13 AM

I have been tracking my drops to see how things balance out, and in the matches where things went really bad I found that there were two (2) main differences in the sides where things are a blowout: (have a spreadsheet with mechs and weights)

1) (not as common) A full mech weight difference in drops (>35 tons). I have seen this happen a few times, discounting dropped players, where the other team just has a much larger drop size. Biggest I've seen was a 50 ton difference between the two sides.

2) (Most often) A lopsided drop. I have seen it quite often in blowouts where the other side, and my side have nearly the same weight (< 10 tons difference) but a blowout ensued. In almost every case the winning side had a large number of assaults and lights and almost no heavies or mediums, where the other side had almost no lights and assaults and a large number of mediums and heavies. The weights balance out but the dynamic is so very different. Maybe its because the assault/light team has access to more ECM or maybe its just bigger loadouts and faster targets -- not sure why, just my observation.

#25 Clit Beastwood

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Posted 16 September 2013 - 08:32 AM

View Postnehebkau, on 16 September 2013 - 08:13 AM, said:

I have been tracking my drops to see how things balance out, and in the matches where things went really bad I found that there were two (2) main differences in the sides where things are a blowout: (have a spreadsheet with mechs and weights)

1) (not as common) A full mech weight difference in drops (>35 tons). I have seen this happen a few times, discounting dropped players, where the other team just has a much larger drop size. Biggest I've seen was a 50 ton difference between the two sides.

2) (Most often) A lopsided drop. I have seen it quite often in blowouts where the other side, and my side have nearly the same weight (< 10 tons difference) but a blowout ensued. In almost every case the winning side had a large number of assaults and lights and almost no heavies or mediums, where the other side had almost no lights and assaults and a large number of mediums and heavies. The weights balance out but the dynamic is so very different. Maybe its because the assault/light team has access to more ECM or maybe its just bigger loadouts and faster targets -- not sure why, just my observation.


In that case, the team with the mediums/heavies really needs to coordinate a flanking maneuver around the enemy assaults - if they spread out in a line, hit the line from the end so you're hitting the fatties one at a time. 6 mechs - 4 attacking the assaults 2 protecting the other 4 mechs' backs from lights. If attacked by lights, form a square with your backs to each other. I know - hard to arrange without voice comms, but not impossible. Use the moment before drop to coordinate something.

#26 Almond Brown

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Posted 16 September 2013 - 08:39 AM

View PostFierostetz, on 16 September 2013 - 08:32 AM, said:


In that case, the team with the mediums/heavies really needs to coordinate a flanking maneuver around the enemy assaults - if they spread out in a line, hit the line from the end so you're hitting the fatties one at a time. 6 mechs - 4 attacking the assaults 2 protecting the other 4 mechs' backs from lights. If attacked by lights, form a square with your backs to each other. I know - hard to arrange without voice comms, but not impossible. Use the moment before drop to coordinate something.


OR, a Team could "Scout" ahead, just a tad perhaps, before half of them go running off directly to the Map Center, or wherever, only to type out "Oh {Scrap}! Steiner Scout Lance!" then silence and then their names come up as "Steiner Scout Lance victims". :)

#27 Clit Beastwood

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Posted 16 September 2013 - 08:49 AM

I usually carry a UAV on my spider for that reason. Even if nobody has LRMS, its the closest thing I can do to sending up a flare to let my team know. I try to run away and get enough distance that I can safely type... but I can't even tell you how often I've died while trying to report enemy positions while I see my team doing something dumb.

#28 WVAnonymous

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Posted 16 September 2013 - 10:13 AM

First) I have had some of the best matches with wild weight balance issues. I was in an instant PUG "wolf pack" of 6 or 7 Centurions and Hunchbacks and maybe a Dragon, all going 85-100 kph top speed. We shredded the "optimal" build opposing team of all Assaults and Lights.

Second) I have maintained for some time that the starting Elo score should be substantially lower to give new players more time to acclimate so they don't just get thrown into the yard with all the mean dogs.

Third) Every match is different. Treasure the good ones, forget the bad ones. Stick to it for 25 matches after the cadet wears off to see if the experience changes.





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