26 Losses In A Row
#41
Posted 18 April 2014 - 07:19 AM
Look - MWO as a pickup game is pretty predictable - and that's not a bad thing That lets you develop tactics.
The first phase is finding the enemy. The side that finds an enemy lance first has a tremendous advantage - PUGs will gravitate toward red triangles. If your scouts find something substantial to shoot at before the enemy, then your team will start to pull together to isolate and kill it.
Next? Long range engagement. The two mech lines jockey for positon, trying to snipe unreturned damage an soften the enemy lances up before combat really happens. During this time, shorter range mechs test the opposite line, looking for holes to exploit, isolated mechs they can burn down, or lonely LRM mechs standing on an unguarded vector.
Third is the flank. This can happen in lots of ways - a light goes off to play squirrel, and the enemy line turns to chase. Maybe a brawler or two finds that hole in the lines and exploits it. Perhaps it's a simple overextension, where some too-happy mech gets cut off out in the open and burned down, creating a local advantage. Regardless, if you're being flanked, your line will divide its fire and focus in the wrong direction.
(Not that there's a right direction, really. If my Jenner or Spider gets behind you, and you don't deal with me? I'll have a 600dmg game with 10 assists and multiple kills - lights are not exactly toothless. Heck -I isolated a stalker and shadowhawk yesterday in my Oxide, and pulled 800 damage, with both of them down and an atlas to boot! Ignore any mech at your peril.)
Anyway - I hope this gives you some ideas of ways you can contribute to the fight. Think it through - which role are you? What's the best way you can make a difference?
#42
Posted 18 April 2014 - 07:40 AM
#43
Posted 18 April 2014 - 08:09 AM
grimunk, on 17 April 2014 - 11:23 PM, said:
Maybe post up your mech stats (from your forum profile)? It sounds like this is nothing you are doing. I've had many a match where I was top damage dealer for my team, with around 600 damage, but when everyone else is under 100-200 damage themselves, my personal performance isn't going to bring a win. Even if you are losing matches, take comfort that you seem to be scoring so well on your teams scoreboard.
Also, if you wish to friend me in game, I'll be more than happy to group up with you. I care not if I win or lose, so even if you are 'bad luck', I'll stay with it. (And no, I'm not going to say I'm a great MW, but I think I do well enough.) I'll be trying to get on later tonight, if I can. If not, I'll probably be trying to get on Sunday night. (Offer is always open!)
#44
Posted 18 April 2014 - 10:40 AM
#45
Posted 18 April 2014 - 10:54 AM
What he said.
If the rest of your team gets steamrolled, 11-0, then it leaves you alone against 12 enemy mechs. You'll get focused-down in seconds, no matter how awesome you and your mech are. If they do the steamrolling, then you may be awful at the game but still get the win.
If you can pull 4 kills in a trial (as above), then you're doing more than your part, even if it's late-game. It's better, especially in heavies and assaults, to get your damage done earlier with those heavy weapon systems, so even if you get killed you at least left the enemy weakened enough to be finished by your lighter teammates.
BUT ANYHOW, yeah. If there was a one-on-one arena system in game, I'm sure you'd have a much better W/L.
#46
Posted 18 April 2014 - 11:16 AM
Edited by Onyxian, 24 August 2014 - 03:34 PM.
#47
Posted 18 April 2014 - 11:35 AM
Thank you Jonah. I like the way you broke down what is literally every match that I play when I'm not in a whimsical mood.
Thankfully it turns out very differently when I'm feeling whimsical.
Flamer Awesomes! Back when flamers were even more useless than now! Because yay!
In two player split screen vision! O_O!
#48
Posted 20 April 2014 - 06:28 PM
#49
Posted 20 April 2014 - 07:27 PM
BLOOD WOLF, on 17 April 2014 - 10:53 PM, said:
ADD ME AS FRIEND. I will make you look good in comparison.
But yeah. Having a solid team, or failing that picking a random friendly PUG assault and supporting it are your best bets. The game is worlds less difficult when you have a chassis or two mastered as well. (Look for a guide on mastering 'Mechs, there are many.)
You sound like you play well, but keep in mind that many times you're stuck with team mates that don't know their 'Mech from a hole in the ground. Don't go rabbiting off into a wall of enemies because your friendly does, but don't cower behind a rock for the duration of the match. The trick is finding the proper balance between those two.
Be flexible, be where you're needed, but don't overextend or over-cover. The loss of that guy who ran out front hurts your team, but not as badly as losing both you and him hurts your team. Also spread damage across your 'Mech by torso twisting etc, etc. There's a lot of nuance that we can't really cover here, but fortunately there's a tome of info in this forum to help you. The learning curve. . . it be steep, Mon.
Edited by Osric Lancaster, 20 April 2014 - 07:33 PM.
#50
Posted 20 April 2014 - 07:39 PM
http://windows.micro...plorer/ie-proof
#51
Posted 20 April 2014 - 11:59 PM
#53
Posted 21 April 2014 - 12:30 AM
Unless you can kill every single person on the other team there is no guarantee you will win. Wins are as random as MM in this game. Some of my best games ever I had 9 people on my team with double or single digit dmg. There really is nothing you can do in a pug. Pug is a free for all where people just try and get kills and don't care much about winning(if they do they don't play like it). They stay back and don't engage until they absolutely have to. At that point they spam "R" until they see a weak mech they can take with them as an easy kill.
With the current complete lack of tactics, role warfare, or team work, I haven't found a way to win.
Be lucky I guess. You could also just not play like you said, or take it in stride and not care like most of us.
Edited by RiotHero, 21 April 2014 - 12:32 AM.
#54
Posted 21 April 2014 - 12:49 AM
As far as advice goes, join a unit. Individually you seem like a good player. One guy can only carry so far, but four can carry much further.
http://mwomercs.com/...ons-merc-corps/
Also, feel free to add me as a friend ingame. I'm part of a fairly casual unit, so I'm usually playing with a few friends.
Oh, and I'd recommend getting your own mech as soon as possible, trial mechs are screwy ELO wise and that could be a good chunk of the problem. I'd recommend a shadowhawk for a starter mech, reasonably cheap so you can get it elited quick and able to fill just about any role.
#55
Posted 21 April 2014 - 12:51 AM
With teamplay comes overwhelming firepower. You can figure out the rest, heh
#56
Posted 21 April 2014 - 12:57 AM
grimunk, on 20 April 2014 - 06:28 PM, said:
While the number is nasty and improbable, it does happen. Even with the best will and mech and skill in the world you will encounter losing streaks when playing solo. Although some good advice has been dealt in this thread that should help in minimizing the chances of that happening again.
grimunk, on 20 April 2014 - 11:59 PM, said:
That is very true and a good observation. Mechs with a lot of weapon systems have the "jack of all trades, master of none" problem. When you carry long, short and mid range weapons you find yourself lacking firepower at all ranges. That's why it usually best to build a mech with 2 (in some cases 3 - some Atlas builds for instance) weapon systems that work really well together.
Like medium lasers and an AC20. Or a pair of Gauss rifles etc.
If you post which mechs you run (or intend to run) we can suggest the good tired and tested builds you can use with them.
A good mech build helps a lot in your ability to influence a match.
I suggest reading this:
http://mwomercs.com/...dvanced-topics/
This is a really good guide, not just for new players. If you haven't I suggest reading it asap.
Another very important aspect of winning is tactics. Every map in MWO has good positions and death traps. Knowing which positions to use depending on where the enemy is going can allow you to dominate games. Do you find yourself winning some maps and losing others often ?
This thread has a good breakdown of MWO's maps, it's a must to read:
http://mwomercs.com/...-tactical-view/
Also, feel free to ask here
On a final note I'd like to address modules:
Edited by Marmon Rzohr, 21 April 2014 - 01:03 AM.
#57
Posted 21 April 2014 - 12:59 AM
grimunk, on 17 April 2014 - 07:10 PM, said:
That happens to me, you will find a way to overcome it. i try different role and often that breaks the losing streak.
#58
Posted 21 April 2014 - 06:40 AM
grimunk, on 20 April 2014 - 11:59 PM, said:
This depends upon the weapon systems being used. One using LLs, TAG, AC5 and LRMs together (4 weapon systems) would probably find it working well, as three of your weapons blend well. If you are using a Sm laser, a pair of med lasers, an AC2, a LL and an ERPPC, you will find you have too much of a broad band of ranges, with weapons that don't exactly work well together.
Someone else already mentioned this in this thread (above me), so I wont go into too much depth. Lets just say, there is a power to boating, but also a weakness to it (using just one weapon system). However, there is also a power to a balanced design, as well as a weakness (using different weapons, having sets for different ranges). I go far more into depth on this subject in my Guide on Balanced mech construction, if you wish to read my take on the subject more.
#59
Posted 21 April 2014 - 06:58 PM
Thanks a bunch
#60
Posted 21 April 2014 - 07:01 PM
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