I don't have games which are total blowouts.
Many if not most of my games are decent fights. There are a few times when it can go 0-12 and those times are when:
1. The game is loaded with "pre-mades" (often times PUGs who are on coms) who think they know best and so decide to do everything BUT play with the other 4-8 members of the team (cause you knew, screw PUGs).
2. When the over all team decides it wants to take on 1v5 matches one at a bleeding time.
Some things I've learned that help a bit in games:
Take control or follow someone taking control.
I.e. At the beginning toss out a few salient points to help members (dont chase lights, meet up at a central point, don't let slow mechs get lost behind, fire on mechs that other mechs are firing on)
Call targets during the game. The bigger targets the better.
You will NOT believe how much more a team will somewhat gel together when they see FFFFFFFF flashing on the screen (that's all you need to call a target, the designation repeated in caps). It's also a real pleasure when you start picking the opposite team down (regardless of size) due to the fact that your team is compounding damage. I mean honestly, it seems brilliant but holy crap it kinda works.
Last, keep reminding people to not chase lights. I think this is one of the single biggest things that really wrecks a team... an assault or heavy thinking it can chase down the light and it's an "easy kill" because they have x amount of weapons and the light has x amount of armor. Wrong... the people who complain most about the lights taking little damage (and yeah, the firestarter... woah nelly can take a lot of damage) are likely the ones who do this the most.
2
Boring Games
Started by , May 28 2014 10:48 AM
4 replies to this topic
#1
Posted 28 May 2014 - 11:12 AM
#2
Posted 28 May 2014 - 11:43 AM
Daisu Saikoro, on 28 May 2014 - 11:12 AM, said:
Some things I've learned that help a bit in games:
Take control or follow someone taking control.
I.e. At the beginning toss out a few salient points to help members (dont chase lights, meet up at a central point, don't let slow mechs get lost behind, fire on mechs that other mechs are firing on)
Call targets during the game. The bigger targets the better.
You will NOT believe how much more a team will somewhat gel together when they see FFFFFFFF flashing on the screen (that's all you need to call a target, the designation repeated in caps). It's also a real pleasure when you start picking the opposite team down (regardless of size) due to the fact that your team is compounding damage. I mean honestly, it seems brilliant but holy crap it kinda works.
Last, keep reminding people to not chase lights. I think this is one of the single biggest things that really wrecks a team... an assault or heavy thinking it can chase down the light and it's an "easy kill" because they have x amount of weapons and the light has x amount of armor. Wrong... the people who complain most about the lights taking little damage (and yeah, the firestarter... woah nelly can take a lot of damage) are likely the ones who do this the most.
All really, really good points. As a Pug'er myself, I always appreciate someone who takes the time to lead and remind people of those things. As you said - never leave your assaults fall behind. Too often have I died by being circle-strafed to death by light 'Mechs while the rest of my lance was way ahead and didn't even care...
Edited by Randodan, 28 May 2014 - 11:50 AM.
#3
Posted 28 May 2014 - 03:56 PM
Well, in my experience, it simply goes both ways. I will say that there are way more, either, roll, or get rolled games but the good ones are usually pretty damn good.
#4
Posted 28 May 2014 - 04:25 PM
Atvm its no fun to play - TTK is 5 seconds and matches be stomps or trench warfare.
Did try to walk my Awesome and i get my LT/RT blown in 1 hit to red from ~1000m+ away while my ERPPC seem to hit but in the End Screen i have very low damage.
Then you cant stick your nose out bcs it will be tagged and swarmed by LRMs that somehow have a target retention that is way longer than the 3,5 seconds it should have.
It could be that i get hit by all LRMs of several Waves in the Air when the first Wave was in the Target Retention Window but that is not how it should work!
The same time i am having lock on times of 10+ seconds on targets and my Target Retention Module does **** yet i can not TAG an enemy bcs of above.
In the end the match i won was one where did hide the first 5 minutes, did occasional speculative shots at Map locations where i thought a Mech could be while moving highspeed from one cover to the next exposing me for 2 or 3 seconds (which is still to long to not get hit) and a clean up in the last 5 minutes when the Poptarters had weakened the Enemy enough for a finish move.
So in the end Poptarting is still the way to play and the Retention Reduction Module will help them the most.
Did try to walk my Awesome and i get my LT/RT blown in 1 hit to red from ~1000m+ away while my ERPPC seem to hit but in the End Screen i have very low damage.
Then you cant stick your nose out bcs it will be tagged and swarmed by LRMs that somehow have a target retention that is way longer than the 3,5 seconds it should have.
It could be that i get hit by all LRMs of several Waves in the Air when the first Wave was in the Target Retention Window but that is not how it should work!
The same time i am having lock on times of 10+ seconds on targets and my Target Retention Module does **** yet i can not TAG an enemy bcs of above.
In the end the match i won was one where did hide the first 5 minutes, did occasional speculative shots at Map locations where i thought a Mech could be while moving highspeed from one cover to the next exposing me for 2 or 3 seconds (which is still to long to not get hit) and a clean up in the last 5 minutes when the Poptarters had weakened the Enemy enough for a finish move.
So in the end Poptarting is still the way to play and the Retention Reduction Module will help them the most.
Edited by Thorqemada, 28 May 2014 - 04:26 PM.
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