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The Complete Idiot's Guide To: The Meta


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#101 Holdfast

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Posted 06 June 2014 - 11:27 AM

View PostDeitz, on 06 June 2014 - 08:09 AM, said:

Mechwarrior is hard and that's what makes it worth playing. If everyone could do it I guess we'd all lose interest. I will say this; PGI needs to be really careful here. I understand the business end, and why they do what they do. Mechwarrior isn't like WOW. There is a hard core following, and I've already seen people leave the game due to nerf's and buffs. You may want to cater to the die hards, and fanatics a little more. A game like Mechwarrior Online has a really good chance of out lasting some other games like WOW, or League of Legends. It's the next Diablo for sure, and always has been. Not too many video game franchises has lasted as long as Mechwarrior. Take care of us and we'll stick around, do us ugly and we stop spending money.


And this is where the base issue can be found. In this respect, this game is exactly like WoW. Like the players in hardcore raiding guilds of previous expansions, there is a shared belief that since he's hardcore, and his friends are hardcore, their opinion should count more than casual players. What Blizzard discovered, though, was that the hardcore were a fairly small percentage of the player base. Instead of making more (and harder) endgame raids aimed at the 'leet, they opened up the end game for a much larger section of their players, and have managed to stay relevant and popular 10 years after they started. Not a bad feat at all.

The hardcores also seem to have the belief that if they leave then the game will collapse. The truth is that because the casuals always outnumber the hardcores the casuals (as a group) are more valuable. After all, ten people spending $30 every couple of months is worth more than the hardcore spending $50 once a month.

I'm a casual. I'm also a founder, have spent money on a clan pack, am part of a Legion, and will most likely spend more money if I keep enjoying the game.

But that's all off topic. On topic, I'm also far more likely to quit if I get to the point where I feel like there's really only one style of play that's open to me, and if I don't use it I'm at a noticeable disadvantage. I also think that the occasional nerf and buff keeps things dynamic and interesting.

#102 jaxjace

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Posted 06 June 2014 - 11:43 AM

Large pulse laser maser race.

#103 IraqiWalker

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Posted 06 June 2014 - 11:56 AM

View PostJimEvolved, on 05 June 2014 - 08:47 PM, said:


Can I ask . . . do you understand Teh Intarwebs? I mean, you posted links and I assume you know those can be clicked by people who can see what is contained on those pages? Yes? Series of tubes and all that. Transmitting information. From one place to another.

The "3rd place match" right at the top of http://www.mercenarystar.net/:

Posted Image

LRMboatsarewhere?

So . . . championship match, DSs, 3Ds, SHD, both sides:

Posted Image

3rd place match, DSs, 3Ds, SHD, both sides.

Yah, wow, those competitive teams sure figured out all you need to do to beat poptarting is stack LRMs! Because when it really mattered, that's what they did right? Look at all that variation! Look at all those LRMs! Yes, verily, truly and thusly, the current meta is truly balanced as evidenced by the very distinct and different counter tactics used by the top teams. We have the photographic evidence to prove it right here.

Right?


You understand the biggest pot hole in your analysis is that these are professional players, who know how to counter LRMs, Pack AMS, and move around to dodge return fire, right?

#104 StillRadioactive

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Posted 06 June 2014 - 12:54 PM

View Postjaxjace, on 06 June 2014 - 11:43 AM, said:

Large pulse laser maser race.


Speeling maser race.

#105 Harathan

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Posted 06 June 2014 - 01:14 PM

View PostIraqiWalker, on 06 June 2014 - 11:56 AM, said:

You understand the biggest pot hole in your analysis is that these are professional players,

Under what definition of "professional"?


View PostIraqiWalker, on 06 June 2014 - 11:56 AM, said:

who know how to counter LRMs, Pack AMS, and move around to dodge return fire, right?

Surely dodging return fire would apply more to weapons that cannot lock on, yes? And if they're not running LRM's because they're so counterable, that must mean that FLD poptart builds are that much more difficult to counter, yes? Either you made your point badly, or I'm missing it.

Edited by Harathan, 06 June 2014 - 01:15 PM.


#106 JimEvolved

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Posted 06 June 2014 - 01:24 PM

View PostIraqiWalker, on 06 June 2014 - 11:56 AM, said:


You understand the biggest pot hole in your analysis is that these are professional players, who know how to counter LRMs, Pack AMS, and move around to dodge return fire, right?



What I understand is that with all of the available mechs, weapons, and tactics available, teams of top players all chose almost identical drop loadouts. Everyone, in advance of the tournament, knew within some very slim degrees of uncertainty (i.e. what the light mech composition would be among 2 or 3 chassis) exactly what the top teams would be running (DSs, 3Ds, SHDs). If this was a balanced game, you would have seen counters to those teams that consisted of these other mechs, weapons, and tactics. Instead, what we saw was a bunch of nearly-identical poptart teams all trying to out-poptart each other.

So, in direct answer to your question, those professional players know not just how to play expertly, but also all of the current meta strategies. And if there was a better strategy against poptarting than better poptarting, we would have seen it. That they *all* consider it easier, as a team and when the chips are down and it matters, to dodge LRM fire, leverage AMS, and return fire, is symptomatic of the current meta, not evidence against it.

In other words, what you're describing isn't a bug of the meta, it's a feature.

#107 IraqiWalker

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Posted 06 June 2014 - 02:12 PM

View PostHarathan, on 06 June 2014 - 01:14 PM, said:

Under what definition of "professional"?

As in top tier, competitive players.

View PostHarathan, on 06 June 2014 - 01:14 PM, said:

Surely dodging return fire would apply more to weapons that cannot lock on, yes? And if they're not running LRM's because they're so counterable, that must mean that FLD poptart builds are that much more difficult to counter, yes? Either you made your point badly, or I'm missing it.

Not at the speed the direct fire weapons projectiles travel. You are not playing against these guys when you're dropping in 4 mans or less. So countering LRMs isn't easy, and LRMs are very effective at dealing with poptart snipers. Once you're playing with the top competitive players, then you can criticize LRMs as being a not effective counter to Poptart snipers (they are still valid, but running lights against poptarts is more effective there). For the purposes of people not in 12 mans. LRMs are a god send against poptarts.

If you're running around in 4 mans, they work really well.

You're taking two different scenarios, with two different contexts, and trying to apply the same circumstances to them.

TL;DR: Your argument is fundamentally flawed, and I'm definitely disproving your point, not trying to prove it.

#108 Harathan

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Posted 06 June 2014 - 02:45 PM

View PostIraqiWalker, on 06 June 2014 - 02:12 PM, said:

As in top tier, competitive players.


Not at the speed the direct fire weapons projectiles travel. You are not playing against these guys when you're dropping in 4 mans or less. So countering LRMs isn't easy, and LRMs are very effective at dealing with poptart snipers. Once you're playing with the top competitive players, then you can criticize LRMs as being a not effective counter to Poptart snipers (they are still valid, but running lights against poptarts is more effective there). For the purposes of people not in 12 mans. LRMs are a god send against poptarts.

If you're running around in 4 mans, they work really well.

You're taking two different scenarios, with two different contexts, and trying to apply the same circumstances to them.

TL;DR: Your argument is fundamentally flawed, and I'm definitely disproving your point, not trying to prove it.

Nowhere in my post did I mention 4-mans, in fact I mentioned no other scenario's than the one being discussed; that of LRM's not being a valid counter to competitive pop-tart teams, something which you then go on to admit is correct, so you certainly didn't definitely disprove my point. I can't help but think you're trying to be condescending.

JimEvolved makes the same point, albeit in a longer and better worded format.

Edited by Harathan, 06 June 2014 - 02:46 PM.


#109 Void Angel

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Posted 06 June 2014 - 06:15 PM

View PostIraqiWalker, on 05 June 2014 - 07:37 PM, said:


Ignoring his attitude, his statement is correct, a good way to suppress jump snipers is LRM boats. If you know what you're doing, you can dumb fire your missiles to make sure they never pop out without getting wrecked. As for adding a TAG in there, plus Artemis, Plus Target decay, that just guarantees that if they pop out, they get hit very hard.


Well, no they don't; any competent jump sniper knows how to avoid LRMs using tall cover or lateral movement to avoid dumfired and unlocked missiles - and if he's good at using cover (repositioning and paying attention to his backdrop) it's often impossible to hit him with dumbfired missiles. You can only suppress him with dumbfired missiles if he's got a slope behind him, and just sits behind cover without moving while he waits for his next hop.

View PostKrataLightblade, on 06 June 2014 - 01:10 AM, said:

That said, it is a tactic that seems to be disproportionately successful and judging from the tabletop as the source material it is not the intended use of jump jets and not the intended way to dominate a battlefield. The fact that it does so is a quirk of mechanics in this game that deviates significantly from the source material. It also renders a large amount of the available materials for play something close to meaningless in highly competetive high level play. When a roster of almost thirty mechs sees over half of them declared "useless", that strikes me as an issue that needs to be corrected; not just a meta, but a by definition FLAWED meta that should be brought back into line to make more builds passably useful.

A very well-thought position, but I feel I might offer a minor correction on a point that doesn't affect the validity of your conclusions?

The tabletop game is an excellent resource for adhering to the feel of BattleTech in MWO, but it cannot be a reference for how this game is intended to function. This is true because two vastly different game formats are involved, and the points in game design where changes can be effected do not correlate directly. Jump jets are an excellent example; jumping in BattleTech allowed you to ignore terrain costs and obstacles while jumping with a penalty to being hit, but you also had a penalty to hit other people - and under Level Three rules, you could fire from the air to defeat terrain just like you can here. The thing is, if we were playing BattleTech and had the current meta as a problem, we could adjust the to-hit modifiers for hitting jumpers, or for firing while jumping - but MWO doesn't have those statistical arbiters of player performance.

In MWO, being a first-person game, the levers for managing the metagame are in different places - and blindly adhering to tabletop rules is often either impossible or counterproductive. Take the Locust (please!) One of the problems with the Locust is that its legs are disproportionately fragile even for its small size and tonnage - if it adhered to normal 'Mech proportions, its legs would be 25% tougher. And this is in addition to the cooling and space problems caused -ironically- by needing only a small engine rating to achieve its max speed! So why did PGI make the decision to nerf the Locusts's legs? I don't know that they did - I strongly suspect that they simply translated the tabletop stats into MWO as a matter of standard practice.

Trouble is, BattleTech had these break-points at which adding more speed made you harder to hit - and that was on a 2D6 bell curve, so that each additional modifier was worth more than the one before it. Once 'Mechs hit 20 tons or lighter, they could hit this break-point with enough ease to carry a moderate amount of firepower for a light - thus, the more fragile legs to compensate. But here there are no universal break-points for speed; laser weapons are actually nigh-impossible to completely miss with, and other weapons have different ballistic characteristics. So the BattleTech rules being translated into MWO did not work - on the contrary, they created yet another weakness in an already problematic chassis.

The tabletop rules are a great resource for preserving the overall feel of the BattleTech universe, but they cannot be used as an authoritative reference for how specific mechanics in MWO should be arranged.

View PostDeitz, on 06 June 2014 - 05:26 AM, said:

Like most players I’ve always wondered how or why PGI has made the changes they’ve made. I started looking at the forums and found a lot of complaints, and started to recognize where the changes are coming from. Changes are affected by the complaints received. PGI just doesn’t make changes because it’s the right thing to do, or it’s something they’re watching closely. Someone had to tell them it’s happing before they take any action, and if enough players start to complain about one subject too often, PGI will do something about it. Like any gaming company PGI wants as many players as possible, and will do anything necessary to acquire that player count. If it was my company, I’d do the same thing. The problem here isn’t PGI. I see the problem as players that don’t understand the game enough, or don’t put the effort into learning or developing a skill set to counter certain builds.


I have to admit to auditing the posts in this thread - because every time I check back in, I have 30+ more responses to sort through. But I carry on in my haphazard way because I'm interested in other people's thoughts. You've obviously put some thought into this issue, and this post at least is neither passive-aggressive or rude - however, I do think you're wrong, and that you may not have considered that your argument requires a fairly large amount of ignorance and plain stupidity on the part of PGI.

Certainly any business has to satisfy their customers, but it's a paradoxical fact that you cannot generate customer satisfation by placating complaints. You don't expect that when you enter training for a serious customer service job - at least I didn't. But the reason is that what customers say they want, what they ask for, is not really what they need. I've done a lot of jobs which involve resolving customer complaints, from simple fast food, to retail, to phone service at a telecommunications company - but the common factor is this: you always have to ask if there is a real problem. If there is a real problem, you fix it; sometimes you fix it (mostly in fast food) even if you can't verify, but there has to at least plausibly be a real problem. Otherwise, even if they say they're happy, the customers you merely placate tend to leave - industry research has shown this to be true; corporations are very interested to know why and how their customers are leaving. Time and again companies and independent researchers have found that if you simply placate complaints, you bleed money AND customers: because customers will begin to undervalue your product if they can get it for free by complaining - and what they want is often not what they need.

What every MMO dev team whose game I have ever played has done is to use player complaints in the same way a parent uses a tantrum - find out where there is a problem, and then use your grown-up powers of experience and expertise to determine where it's coming from and how to fix it. More technically phrased, they'll use customer complaints to highlight areas of concern and then do internal testing and analysis of demographic data (which only they have) in order to determine if changes are made and to decide what those changes will be. They'll tell you this; they've always told us this, yet the urban legend continues, like chupacabra and the flat earth.

In order for the statement, "PGI makes changes when enough players complain about it," isn't only that PGI has to be totally ignorant of business practices and too stupid to follow standard industry practices - it's that they have to be selectively so. Because there have been widely-denounced issues before where PGI has looked at the data and said - very politely and with pictures - "nope, it's all in your head; it's working pretty well, and while there are a few minor issues, we're gonna go work on more important stuff like Community Warfare first." I am referring, of course, to all the matchmaker complaints - which continue to this day - claiming that the matchmaker is regularly matching teams of vastly unequal Elo against each other. These are the "Every Match Is A Stomp" threads; PGI looked at their data, arranged it into pictures, and basically told us that the "uneven Elo" that people were seeing is actually just the cumulative effect of focus fire in action. They knew about some issues, but they were going to work on UI2.0 instead of overhauling a system the were going to rewrite for CW anyway. That doesn't fit the "enough people complained" model, because tons of people complained - and PGI very politely told them to go soak their heads.

So as I said, I'm not sure if you've realized how stupid PGI would have to be to just cave in to player demands - I've seen that happen to some extent with WoW during Wrath of the Lich King, and this doesn't look like that. Further, it's unlikely that the industry was unaware of what happened with WoW, especially since the Blizzard devs recognized the problem and undertook steps to correct it. You should have seen the vitriol on the forums after that blog, but I digress. In the end, while the devs do listen to complaints - after all, they shouldn't ignore us - they make changes based on their own analysis, testing, and design goals. Everyone does that, and has from EverQuest on up - it's the standard way of running an MMO.

View PostVoivode, on 06 June 2014 - 09:40 AM, said:

They made JJ require larger numbers to achieve full effect.

What I'm talking about is a straight increase in JJ refresh time, though that is technically tied to the number of jets.

Reduce the extreme reward of pop tart sniping by creating longer breaks between possible shots.

They also tweaked the maximum effectiveness of the jets. For example, have you noticed the dearth of Highlanders recently, particularly in competitive teams? That's in large part because the Highlander, even with max jets, now feels like it's being hoisted up with a crane rather than rising into the sky on wings of fire.

That being said, I gather from things PGI is saying that increasing the effective cooldown on jump jets is one of the things they're looking at - probably by increasing their heat generated to tie the risk/reward of using that system more tightly to the system itself.

#110 jaxjace

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Posted 06 June 2014 - 06:57 PM

View PostStillRadioactive, on 06 June 2014 - 12:54 PM, said:


Speeling maser race.

LOL i wish i could write that off as a racist joke but ill own that one.

#111 Deitz

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Posted 07 June 2014 - 06:43 AM

View PostNikkoru, on 06 June 2014 - 09:23 AM, said:

If we may ask, which clan are you a part of, so the rest of us can avoid people like you?


That would be MarineMechs, and I would appreciate it a great deal if you stayed as far away from me and my group as possible.

View PostHoldfast, on 06 June 2014 - 11:27 AM, said:

The hardcores also seem to have the belief that if they leave then the game will collapse. The truth is that because the casuals always outnumber the hardcores the casuals (as a group) are more valuable. After all, ten people spending $30 every couple of months is worth more than the hardcore spending $50 once a month.

I'm a casual. I'm also a founder, have spent money on a clan pack, am part of a Legion, and will most likely spend more money if I keep enjoying the game.


You may be correct from that stand point? To be entirely honest I just want the game to be difficult. I want it to be challenging. I want to have to figure things out, and work against different tactics.

Some people say jump sniping is over powered? I say I don't think so. My group just had a old member rejoin and we were reminiscing the old days. Out of nostalgia we dusted off the old Stalker LRM builds, and got another member to spot for us. (So that's 3 players involved with this scenario.) We drop on Tourmaline, in a PUG match, and moved as we saw fit due to enemy movement. There was at least 3 Dragon Slayers, and 2 Cataphract-3D's all PPC builds. Some had Gauss, some had AC5, I think one had a AC10? NARC for everyone, TAG whenever possible. and a well placed UAV from a person completely new to LRM spotting, and we had 7 kills between us, and I honestly never felt at any point we were ever close to get hurt or losing the battle. I think the final score was 12 -2. One of those kills was our very own spotter, standing still where he shouldn't have been standing. (It happens?) So when I hear someone saying that one form of play is more over powering than another, I take the time to evaluate that. Here is my answer for it in a PUG match. As far as the tournament scene goes? Don't really know how to answer that, but the way I figure, most of these competitive teams would rather have and not need it, than to need it and not have it? I don't know, but I wouldn't say over powered?

Edited by Deitz, 07 June 2014 - 06:45 AM.


#112 Holdfast

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Posted 07 June 2014 - 08:41 AM

View PostDeitz, on 07 June 2014 - 06:43 AM, said:

You may be correct from that stand point? To be entirely honest I just want the game to be difficult. I want it to be challenging. I want to have to figure things out, and work against different tactics.


I think we can agree that ideally a game should be easy to learn, difficult to master, and have the ability to remain challenging even as your skill improves. Additionally, I think people at a variety of skill levels should be able to and allowed to enjoy the game, even if they can't or don't climb to the elite levels.

Personally, I think PGI is failing at that; the learning curve is abusive and brutal, and if you don't _want_ to like the game, you'll never get good enough to enjoy it. Also, there isn't an official "end game" yet, which means that there's nothing for the top teir players to do but beat up on the second teir (and lower) players.

View PostDeitz, on 07 June 2014 - 06:43 AM, said:

Some people say jump sniping is over powered? I say I don't think so. My group just had a old member rejoin and we were reminiscing the old days. Out of nostalgia we dusted off the old Stalker LRM builds, and got another member to spot for us. (So that's 3 players involved with this scenario.) ... (description of pugging as an lrm lance, and doing well)... So when I hear someone saying that one form of play is more over powering than another, I take the time to evaluate that. Here is my answer for it in a PUG match. As far as the tournament scene goes? Don't really know how to answer that, but the way I figure, most of these competitive teams would rather have and not need it, than to need it and not have it? I don't know, but I wouldn't say over powered?


Well, anecdotal evidence is anecdotal; I've been running a Centurian LRM boat for the last couple of weeks, and have gotten three or four kills a number of times, including pop tarts. There's no way to determine the quality of the player doing the pop tarting compared to the quaility of the LRM'er, though. A good missile boat can beat a bad pop tart, no argument. (and I suck, so I'm probably in a low ELO bracket, just so you know.)

The argument is that a lance of elite pop tarts is better than a lance of elite anything else. The fact that all the finalists in the competition played the same make up is the evidence that supports that. If you expand that point of data, you end up with the argument about this meta: all things being equal (in a lance, ability of the player, coms, whatever), there is no "rock" for the "scissors" that is poptarting.

And I have no idea how overpowered it is, but it's apparently overpowered enough that people play it, regardless of personal preference.

#113 Adiuvo

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Posted 07 June 2014 - 09:34 AM

In non-12man games LRMs counter jumpsnipers, hard. You will never win a trade with an LRM boat due to how quickly they acquire lock and how long they keep it thanks to **** like advanced target decay.

The skill invested in their use is ridiculously small. This is essentially why they are so disliked and receive so many complaints. They aren't exactly overpowered but they are, by far, the most annoying weapon in the game. This is due to their ease of use and effectiveness balance being all out of whack, their ability to basically disable you through cockpit shake, and the inability to fight back. They also entirely ruin small engagements.

#114 Modo44

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Posted 07 June 2014 - 09:39 AM

View PostAdiuvo, on 07 June 2014 - 09:34 AM, said:

their ability to basically disable you through cockpit shake,

Literally in some cases. If you are like me, and respond badly to forced perspective changes in games, you will get instant nausea when trying to aim while eating LRM5 spam.

#115 Deitz

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Posted 07 June 2014 - 09:48 AM

View PostHoldfast, on 07 June 2014 - 08:41 AM, said:

And I have no idea how overpowered it is, but it's apparently overpowered enough that people play it, regardless of personal preference.


Your are correct there. My Clan including myself have had to step out into the light with the Pop tarting meta. It wasn't easy, but I've also learned it's not just the art of jump jetting out from behind cover, it's the build itself. 2 PPC's and a AC5 or 2 have such a pin point damage, anything that stands off in the 600 meter range is dead quick, with or without focus fire. I have a high score of 1329 with my Dragon Slayer on Frozen City, and barely did any jump jetting. It really comes down to being able to hit your target with intention most of the time and those builds will rock you. The latest up coming nerf towards JJ heat will limit the pop tarting to an extent, but if you can still keep your enemy at range and hit them with precision, you aren't nerfing much.

#116 Nikkoru

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Posted 07 June 2014 - 10:11 AM

View PostDeitz, on 07 June 2014 - 06:43 AM, said:


That would be MarineMechs, and I would appreciate it a great deal if you stayed as far away from me and my group as possible.

It's not me you need to worry about. It's all the people reading this thread who will stay away from your group from now on because of your shameful behavior.

Your actions have made them all the MarineMechs look bad.

#117 Deitz

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Posted 07 June 2014 - 10:23 AM

View PostNikkoru, on 07 June 2014 - 10:11 AM, said:

It's not me you need to worry about. It's all the people reading this thread who will stay away from your group from now on because of your shameful behavior.

Your actions have made them all the MarineMechs look bad.

No Sir you make you look bad.... I'm in a competitive group trying to fight for a game I love. If you have a hard time understanding that, my apologizes.

#118 Nikkoru

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Posted 07 June 2014 - 10:27 AM

View PostDeitz, on 07 June 2014 - 10:23 AM, said:

I'm in a competitive group.

A true competitor feels no need to belittle anyone who disagrees with them, as you have. A true sportsman feels no need to boast about their skills as you have, they allow their skills to speak for themselves.

You THINK you are a competitor, but your behavior shows you for what you really are.

A wannabe.

Edited by Nikkoru, 07 June 2014 - 10:30 AM.


#119 Deitz

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Posted 07 June 2014 - 10:59 AM

View PostNikkoru, on 07 June 2014 - 10:27 AM, said:

A true competitor feels no need to belittle anyone who disagrees with them, as you have.


Nikkoru, at no point in time did I call you a name or say your skills were below standard, so you can't run around saying I belittled you.

View PostNikkoru, on 07 June 2014 - 10:27 AM, said:

A true sportsman feels no need to boast about their skills as you have, they allow their skills to speak for themselves.


At what time did I ever boast about a certain skill set? I may have made a reference to an actual event that did occur to use as an example, but it was to show the validity of my statement.

View PostNikkoru, on 07 June 2014 - 10:27 AM, said:


You THINK you are a competitor, but your behavior shows you for what you really are.

A wannabe.


I am what I do.

I don't know what your person problem is with me, but I have made an argument, and others have made arguments as well. I have made my arguments to theirs, and they have made arguments to mine. It's call a debate. I personally would like to thank all those that have made a constructive debate to my own and to those that have made me aware of other issues concerning this topic. At no point in time did I ever call anyone out, just because they disagreed with my own views.

Good day Sir o7

#120 Adiuvo

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Posted 07 June 2014 - 11:07 AM

View PostNikkoru, on 07 June 2014 - 10:27 AM, said:

A true competitor feels no need to belittle anyone who disagrees with them, as you have. A true sportsman feels no need to boast about their skills as you have, they allow their skills to speak for themselves.

You THINK you are a competitor, but your behavior shows you for what you really are.

A wannabe.

You're the one coming off as holier than thou in this exchange, btw.





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