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Good Plan, Bad Commander


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#61 Wintersdark

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Posted 21 July 2014 - 09:55 PM

View PostAsmudius Heng, on 21 July 2014 - 08:20 PM, said:

See battlefield 4 and it's commander play option.

A really neat addition where you could drop into a game and give orders, drop supplies, launch missile attacks etc.

Was very well done IMO would be amazing in MWO too but might be a major item to develop

Indeed.

I've long fantasized about a 13th Player addon for MWO:

Think Mech Commander. 13th player takes the Commander role, can play pretty much exactly as one players Mech Commander, is shown only enemy mechs that his team's mechs can detect.

Mostly, because I absolutely *loved* Mech Commander. Bloody awesome game.

Well, I can dream.

#62 Willard Phule

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Posted 22 July 2014 - 03:39 AM

View PostWintersdark, on 21 July 2014 - 09:51 PM, said:

I get you're ranty here, but I'll point out: The reason new players have lower mid-range scores (1300 after Cadet) isn't because that's where PGI feels they should be but instead is a value chosen to make the Elo system work. Elo is (ideally) zero sum, so when team A gains points, team B loses the same amount. However, players join(new player) and leave(simply stop playing) the game all the time.

When a new player joins, he adds 1300 to the sum of Elo scores. When he stops playing, he takes a different number of points out of the pool. Generally speaking, a player leaving will leave with more points than he started, and this creates a deflation that pulls "average" elo ever downwards.

So, the lower a starting player's Elo score is, the more he contributes to score deflation when he leaves. The closer to what's actually average, the more likely he's not going to significantly impact the scoring. This, as he's as likely to be worse than average as to be better than average, so multiple players will balance it out.


Ok, I get that. But, it seems to me that with the HUGE turnover here, a system like that simply can't sustain itself.

New players come and go in waves, about every three weeks....or, that's how it feels in the PUG queue. New players come in, get thrown into the deep end with the experienced ones and only stay for a week or so. They get tired of being stomped, getting called a "noob," etc and go find an easier game to learn....one with tutorials and such.

Or am I misunderstanding?

#63 Willard Phule

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Posted 22 July 2014 - 03:50 AM

View PostWintersdark, on 21 July 2014 - 09:55 PM, said:

Indeed.

I've long fantasized about a 13th Player addon for MWO:

Think Mech Commander. 13th player takes the Commander role, can play pretty much exactly as one players Mech Commander, is shown only enemy mechs that his team's mechs can detect.

Mostly, because I absolutely *loved* Mech Commander. Bloody awesome game.

Well, I can dream.


Which, you know, is sorta how the Command Console is supposed to work.....

#64 Lykaon

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Posted 22 July 2014 - 04:35 AM

View PostRoland, on 21 July 2014 - 09:53 AM, said:

Hiding under the center is the derpiest of the derp plans. It leads to a very boring match with little actual movement.



You have noticed that in pug matches there is always a derpy plan and what makes it worse is it's a hive mind effect.

Nobody has to say it but watch for it.

Forest colony: one team rushes to the cave mouth while the other team um...also rushes to the cave mouth but on their end.

Frozen city: one team rushes for the end of the snow drift while the other team also rushes for the end of the snow drift

Terra therma: one team rushes to the center volcano while the other team...also rushes to the volcano

etc...and,of course once the enemy is seen everyone hides.And remains in cover no matter how poor of a choice it is do so.Opertunity after opertunity is passed up in favor of the tried and true hump some cover technique.

Eventually one team manages to kill more of the enemy than they lose playing hidey peeky and the mechs clinging to cover like cast aways in a turbulent sea are crushed.


And then there are the "brilliant tacticians" in the pug queue who do state a plan and it's even dumber than the hive mind plan.

I have actually been "ordered" to not cap in conquest.really? did they not know that if the enemy has 4 caps and we have 1 and the resource score is 120ish vs 340ish WE ARE LOSING! You will not win because pugs will see the enemy and follow their reflexive "tactics" and hump cover and NOT ENGAGE.meanwhile the enemy has 4 nodes ticking away.

It should go without saying that if a Pug was a good leader he would have joined a group. Anyone claiming to be an exclusive solo player and a leader is either delusional ignorant or something I have yet to see.

#65 Tom Sawyer

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Posted 22 July 2014 - 06:51 AM

From my military days.....

Active & Smart ----- Best kind of leader or officer
Lazy & Smart -------- Can get the job done if pushed. Smart NCO's can sometimes convert this one to the above
Active & Stupid -------- Bad combo as they think they are the next Paton but are likely to get the platoon killed
Lazy & Stupid ------- Worst of all. Troops will emulate, moral goes to hell, and when the enemy does show up nearly everyone dies

#66 Wintersdark

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Posted 22 July 2014 - 07:16 AM

View PostWillard Phule, on 22 July 2014 - 03:39 AM, said:


Ok, I get that. But, it seems to me that with the HUGE turnover here, a system like that simply can't sustain itself.

New players come and go in waves, about every three weeks....or, that's how it feels in the PUG queue. New players come in, get thrown into the deep end with the experienced ones and only stay for a week or so. They get tired of being stomped, getting called a "noob," etc and go find an easier game to learn....one with tutorials and such.

Or am I misunderstanding?
sort of, yes. Because those new players are ranked higher, they're going to if anything lose Elo ranking initially. This new player churn then slowly adds points to the pool, working to counter the deflationary pressure of players who gain experience and a much higher Elo and leave.

Having them start with a lower Elo would just make that constant churn contribute to deflation. There is going to be constant new player it churn anyways, because in any such game thats inevitable. MWO has it worse due to the truly stellar new player experience, but moderately skilled opponents are really the least part of that.

#67 Almond Brown

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Posted 22 July 2014 - 07:47 AM

View PostLykaon, on 22 July 2014 - 04:35 AM, said:

stuff

It should go without saying that if a Pug was a good leader he would have joined a group. Anyone claiming to be an exclusive solo player and a leader is either delusional ignorant or something I have yet to see.


Disagree and will call BS with respect. A PUG player who wishes to take Command or has a "Plan" can be effective when they keep that "Plan" simple and easy to follow. One min-map marker showing initial move to point, after a quick call to gather from DZ's, then let the Scouts do their work and find the enemy. Then a move of the min-map marker, or update requirements of said marker is next.

With the addition of mini-map movement allowed, Commanders (wanna-be or otherwise) now have a much better ability to move and Command, something sorely lacking in the past.

Anyone claiming that an exclusive solo player who wishes to lead and succeed is either delusional or ignorant is something I have seen way to much in PUGS and are the usual cause of the Command structure break down.

If you think you have a better plan, speak up early, otherwise shut up and follow, or Rambo but ffs, don't waste everyone's time undermining those who are actually trying to help the Team.

Respectfully. :)

#68 Koniks

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Posted 22 July 2014 - 09:40 AM

View PostLykaon, on 22 July 2014 - 04:35 AM, said:



You have noticed that in pug matches there is always a derpy plan and what makes it worse is it's a hive mind effect.

Nobody has to say it but watch for it.

This is what happens on unabalanced maps designed with prominent features in critical locations, game modes that have little relevance to the map, and rewards that are most strongly tied to kills, damage, and assists.

Edited by Mizeur, 22 July 2014 - 09:42 AM.


#69 Willard Phule

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Posted 22 July 2014 - 09:54 AM

View PostWintersdark, on 22 July 2014 - 07:16 AM, said:

sort of, yes. Because those new players are ranked higher, they're going to if anything lose Elo ranking initially. This new player churn then slowly adds points to the pool, working to counter the deflationary pressure of players who gain experience and a much higher Elo and leave.

Having them start with a lower Elo would just make that constant churn contribute to deflation. There is going to be constant new player it churn anyways, because in any such game thats inevitable. MWO has it worse due to the truly stellar new player experience, but moderately skilled opponents are really the least part of that.


Either way you cut it, it sounds like a poorly thought out and implemented system. Which is what I've been saying all along. It sounds like there's no way it can work with a population like we've got here.

#70 Tesunie

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Posted 22 July 2014 - 12:13 PM

View PostWillard Phule, on 22 July 2014 - 09:54 AM, said:


Either way you cut it, it sounds like a poorly thought out and implemented system. Which is what I've been saying all along. It sounds like there's no way it can work with a population like we've got here.


From my understanding, this is not how ELO works (but I could be wrong). Players are assigned a "skill number", which is their Elo. New players are assigned a "neutral" Elo, so they they can learn the game in it's average settings. It also mixes the new players in with average skilled players, so that (in theory) the new players can ask questions and the more experienced players can help them learn.
If all new players started at 0 Elo, they would be playing only with and against new players, or the worst of the worst in skill players. Then they have a question, there would really be no one to answer them for them. The matches would probably be even worse than what new players see now, expect instead of "being killed quickly by a higher ranked player", they'd have matches that last longer, and the one who figures things out first would now "be killing the lower ranked players".

There is no easy solution to match making in a skill based game. Elo isn't perfect, but then again no system ever is. Elo tries to gauge your skill level by your match performance, and pair you up with players of similar skill levels. The harder it is to find someone of a matching skill level, the more that the MM works to find someone "close enough".

As far as new player experience, a more "stock mode" I feel would be a better training ground for new players. This is because stock mechs are rather well balanced against each other normally, and playing in stock mode really teaches a lot of good habits to get, such as heat management, ammo conservation, etc. Once they can get their own mech, then it would be a matter of if they choose to leave stock mode, or move into the normal matches by customizing their new mechs.
Combine this "stock mode" option with a tutorial that explains the UI (so you know you are in stock mode and what it means, and how to leave stock mode if you wish to) would probably be key.

Of course, this is all my opinion... I felt my new user experience when I joined wasn't so bad... but back then the trial mechs were stock and the Hunchback 4J was a trial mech... :)

#71 Ngamok

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Posted 22 July 2014 - 12:22 PM

On Terra Therma:

Everyone run in don't stop. I run in with my Nova. Star getting pelted, look back I am alone.

#72 Radical eliminator

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Posted 22 July 2014 - 12:23 PM

They should remove the commander functionality for random drops (which is truly all we can play as lone wolves).

The problem with commanding is on many levels:

* It is a random team, there is no authority
* The commander has absolutely no clue what 'his men' care capable off or what they have fitted

Because of the above he just distracts the other players and quite often turn off the mental processing of those that are willing to play his game. Virtually always with a predictable outcome...loosing.

This is not a personal fault of the commander, it is just bad game design. The slow match making and short match duration without re-spawns causes this. Every time you start at the same point, not knowing with who you fight and what they carry. Spawning lances far apart on the map doesn't improve things either.

One really has to wonder who this game was designed for, most certainly not for the majority of the players. They need to review that, and then some IMO.

#73 Radical eliminator

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Posted 22 July 2014 - 12:28 PM

View PostNgamok, on 22 July 2014 - 12:22 PM, said:

On Terra Therma:

Everyone run in don't stop. I run in with my Nova. Star getting pelted, look back I am alone.


You are both right and wrong. You do not know what others have fit either and have no time to learn that by mistake. Some mechs have missiles, they do not have to run in as they likely die, but do rely on locks. In which case jumping your nova and providing those locks, however brief, is the first thing to try.

Others have fits that are very high power and overheat quick, they just need a direct line of sight for a moment and then it is best to back off afterwards. Again, knowing where the enemy is is crucial here. And to keep space free for movement. You will find those mechs more wall hugging so others can shoot. Except for the typical trigger happy heavy in the center.

I seen people "order" everyone else in, only for all to die in a blaze of fire. Rushing trough a narrow space, simply never is a great idea when you do not outnumber and outclass the enemy. Without this advantage you cannot force things to go your teams way.

Edited by Radical eliminator, 22 July 2014 - 12:31 PM.


#74 Ngamok

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Posted 22 July 2014 - 12:34 PM

View PostRadical eliminator, on 22 July 2014 - 12:28 PM, said:


You are both right and wrong. You do not know what others have fit either and have no time to learn that by mistake. Some mechs have missiles, they do not have to run in as they likely die, but do rely on locks. In which case jumping your nova and providing those locks, however brief, is the first thing to try.

Others have fits that are very high power and overheat quick, they just need a direct line of sight for a moment and then it is best to back off afterwards. Again, knowing where the enemy is is crucial here. And to keep space free for movement. You will find those mechs more wall hugging so others can shoot. Except for the typical trigger happy heavy in the center.

I seen people "order" everyone else in, only for all to die in a blaze of fire. Rushing trough a narrow space, simply never is a great idea when you do not outnumber and outclass the enemy. Without this advantage you cannot force things to go your teams way.


It was the person giving the order, not me. I figured if someone is taking the initiative and filing in and block the enemy at their side would be good, but what happened was I was able to get in, but everyone stopped at the door and didn't come in. I quickly exited stage left after I saw no one really wanted to go in and / or were being blocked.

#75 SolasTau

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Posted 22 July 2014 - 01:20 PM

View PostWintersdark, on 21 July 2014 - 09:55 PM, said:

Indeed.

I've long fantasized about a 13th Player addon for MWO:

Think Mech Commander. 13th player takes the Commander role, can play pretty much exactly as one players Mech Commander, is shown only enemy mechs that his team's mechs can detect.

Mostly, because I absolutely *loved* Mech Commander. Bloody awesome game.

Well, I can dream.


You're not kidding we can dream.

In gaming as a whole, we've been talking about the man on the outside for quite a while now. Whether he's a Commander (like in Mech Commander), or an Operator like in the Matrix, the idea of a central tactician player role for the team comes up from time to time. To my knowledge, no one has implemented such a thing, most likely because they're effectively building two games in one at that point.

In the particular case of Mech Warrior, this role makes a lot of sense. The only Battlemechs equipped to mark for artillery and air strikes are mechs that have TAG, and maybe NARC. The idea right now that -anyone- can drop an artillery beacon right now is kinda' silly. Maybe if they had a C3 Command Console instead of a C3 Slave I could see it. Even THEN, the Battlemech does not have a smoke grenade launcher. The PILOT could have smoke grenades and a flare gun, sure... but I don't see you popping the hatch in the middle of combat to pop smoke out there.

As an aside, I've heard some angst about Arty since I started playing... it would make Arty a lot more interesting if you had to have TAG to use it instead of getting a free pass to drop it from your gun boat.

Edited by SolasTau, 22 July 2014 - 01:21 PM.


#76 Some Douche

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Posted 24 August 2014 - 09:24 PM

View PostCion, on 21 July 2014 - 10:50 AM, said:

Smack talk is generally a complete waste of effort and, in my opinion / experience, shows a lack of self esteem.



1) Telling people what to do isn't smack talk
2) Pointing out bad plans or bad commanders isn't smack talk
3) Using language you don't approve of isn't smack talk
4) ACTUAL smack talk has nothing what so ever to do with "self esteem".
5) Seriously? You brought up self esteem in a conversation about tactics?
6) For real now, wtf?

#77 RealityCube

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Posted 24 August 2014 - 09:45 PM

View PostAlistair Winter, on 21 July 2014 - 09:54 AM, said:

Sounds like a douche, but all sorts of discussions during the first 5 minutes of a match reduce the chance of winning the match by 50% for every minute they last.

Any time someone says "Actually, I think we should..." the game is already over, because now you're always going to have one group either sticking to the original bad plan or switching to the new bad plan, against the majority.

My approach is always to follow the bad commander first, and then just point out why it didn't work after the match.

Unless I'm in my Raven 3L, because Raven pilots with ECM answer to no one except God and Natalie Portman.


Sometimes not even Natalie!

Seriously though I do my best work in my Ravens by disrupting enemy movements and giving away their locations, along with executing any lone assault mechs. Much like you I don't usually stay with the plan of everyone else. Unless it's caustic valley where I'm usually just giving ecm cover to allies.

#78 El Bandito

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Posted 24 August 2014 - 11:02 PM

View PostPiney, on 21 July 2014 - 11:18 AM, said:

LOL! I've seen this a few times. The "Commander" stands way back and urges his troops to push into the pug zapper. Or he calls for a cave rush while he's comfortably a kilometer from the scene.


Can't help it if the mech I'm piloting is slow. :)

Just had a great match in Mordor. I encouraged the team into entering the pug zapper ASAP while instructing the couple of Locusts to use strike to delay the enemy. I was in a basic 5M so my speed was only 53 kph. Crawled up to the entrance and managed to support my Locusts with LRM fire just in time and chased enemy from the center.

Once inside, I kept the team cohesion and supported my team's efforts in keeping the enemy outside. After few minutes of tense exchange of fires, with the enemy trying to flank us using different entrances, sufficient kill/damage advantage was made for our team. We charged out and mopped them up, with me yelling "CHARGE!" from behind, due to slow speed. However, the last enemy was a sneaky Jenner and he killed a wounded Jager that was right behind me. I turned around, took a shot with my CT LPL and what do you know, I head-shotted him.

Got a win, 4 kills, and the first head-shot achievement, in a map that I hate. I usually play embarrassingly badly in Mordor but somehow this time my teammates done really well.

Posted Image

Posted Image

Edited by El Bandito, 25 August 2014 - 04:18 AM.


#79 Reitrix

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Posted 25 August 2014 - 12:26 AM

Had an example of that mentality to a degree on River City. The plan was to all go to the area where the plane is parked, unfortunatly, i spawned in my Daishi where the Assault base usually is.

After getting stuck on virtually everything and being waaaay out of position with 2 Lances bearing down on me and no friendlies nearby, i ended up simply turning about, reversing into a narrow space and just taking potshots at anything i saw. Figured i'd just slow them down while the rest of the team got into a better position.

Was then berated for not following the plan XD

#80 MischiefSC

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Posted 25 August 2014 - 12:30 AM

View PostRadical eliminator, on 22 July 2014 - 12:28 PM, said:


You are both right and wrong. You do not know what others have fit either and have no time to learn that by mistake. Some mechs have missiles, they do not have to run in as they likely die, but do rely on locks. In which case jumping your nova and providing those locks, however brief, is the first thing to try.

Others have fits that are very high power and overheat quick, they just need a direct line of sight for a moment and then it is best to back off afterwards. Again, knowing where the enemy is is crucial here. And to keep space free for movement. You will find those mechs more wall hugging so others can shoot. Except for the typical trigger happy heavy in the center.

I seen people "order" everyone else in, only for all to die in a blaze of fire. Rushing trough a narrow space, simply never is a great idea when you do not outnumber and outclass the enemy. Without this advantage you cannot force things to go your teams way.


No, universally and without exception the best solo queue tactic on TT is rush center. You control center, pin the other team in a narrow space, win by attrition or forcing them to feed into a killbox or watch them trickle in out of boredom.

LRMs? You still rush in because until the center is secure you need to help draw a bit of fire and there are few if any indirect fire locations from outside in. LRM boats inside the center area are one of the most powerful, deciding factors in taking and holding the ring.

Burst-fire laser boats and the like? Same thing. You rush in, push to a pillar and hump-shoot-fade. This lets you do all your damage without blocking your team.

Same for every single other build.

The biggest two mistakes that any pug team can make on terra-terma:

Going in, taking some shots and stopping to back up. You bottleneck the guys behind you and stop the entire team. There are 10 mechs behind you - you're not backing up. You push in, cut sideways and let your team fire on the enemy. THAT is your cover - suppressive fire. You take too much damage you drop in the lava.

Second is just meandering slowly towards the center. The first 30 seconds on TT are the most important on that map - same with River City. You know right out of the gate if your team is going to take center - in which case the odds strongly favor you. Otherwise you just pray the other team is terrible.

Same with River City. You drop top of map - if everyone sprints D2 you're golden. If people linger in B2 or B4, you're screwed. They're going to get killed and leave you several mechs down.

You drop top of map - get out of D2. If the rest of the team helps provide cover fire to get Charlie out of D2, you're golden. You're going to settle into D4, you've got the better position and can fade into the buildings and draw the enemy into the D4 killbox or just snipe/LURM them down in the water.

This is where a leader comes in. They need to know this stuff and put it in chat. The biggest problem actually is that most people meander, with this idea that 'you don't wanna be first'. I am the first mech into TT in, I kid you not, 95% or more of my matches. Even when the whole team says 'yep, go center'. I run heavies and assaults. For this reason if the other team isn't a bunch of sandbaggers they are already there and we start out boned.

The pug hivemind can be pugbossed. You need to start out polite but sometimes get assertive. I've had people get shirty the first time we drop together and, of course, when we lose because they hid and prayed the other team just walked into the open and stood there instead of actually pushing and driving the win that I warned was going to happen if we tried to camp, the next time they tend to listen. They stay quiet in chat because they hope I don't recognize their name and that last match they didn't follow the plan and got the team stomped but I do -

and I don't care. Because the last loss means nothing, the current match and winning it is what matters.

This idea that 'you need to adapt your strategy to your team' is the problem. That's not viable, it doesn't work, it's not relevant. There are a few tactics that work well on every map.

Sprint center on TT. Pin other team in one approach, bleed them out and don't leave the effing center until you're 4 kills up or more. Then rush together.

D2 on River City (D4 if you drop bottom), don't effing wagon-wheel unless you're all fast (XL375 Banshees, speedy LRM boat Awesomes, Timbys and the like being your slowest mechs). Take the radio tower and don't push into D4 from D2 unless you have both sides of the radio tower under control and can suppress the other team in the buildings. Generally most pugs are not bright enough to fade into the buildings and will stand and die at the statues. From the other side, keep the radio tower and kill them in the water. If you can't keep them off, fade to the buildings, draw them to the statues in D4 and arty/airstrike/crossfire the the **** out of them. Stay north structures, they'll take the south ones and have only a few narrow approaches.

Sprint top of the mountain on Alpine - that ridge on the north side, whoever takes that first generally wins. If the team that starts closest to the hill takes it they have cover and the approach has none. If the approach team (the slope, not the cliff side) takes that ridge they have cover and can shove the other team back down into Death Valley.

On Forest don't run River without an ECM or THREE. If you run Tunnel, you run Tunnel and Road at the same time. Push Tunnel ahead, drop arty/airstrike first and road pushes same time. The tunnel exits are actually pretty *bad* places to set up - narrow, little room to maneuver and tend to favor the aggressor. It's the opposite in group queue where you can trust everyone to hold position, in pug queue the push works WAY better than the hold. You get a nice tunnel/road hit on either exit on the Tunnel and you've got a solid roll in the making. If other team runs river you hold the area near your spawn and kill them in the open for being stupid and hope they ARE stupid and not very quick and very aggressive - which, with a River Run with solid ECM cover will generally split and destroy pug teams.

Frozen... it used to be all about the shuttle. Now it's about the low town rush. Get those buildings and get them fast. There is too little cover on either side; you take the cover of the buildings and you butcher the other team in the open. You'll spread out a bit but stay out of the effing open space between bottom of the shuttle and the buildings or the hump near the buildings. Look there at the end of every match; there will be dead mechs scattered there.

Tourmaline - That big chunk in D7, that fort where the fight takes place. That's the best spot. Rush there and take it. If other team is already there run up the valley to the side. No map is more important to stick together on; lots of open space, often your best cover is suppressive fire. You can get 10 mechs comfortably in the same space shooting the same target. That's better protection than any mountain most of the time.

HPG.... honestly, hard to say. A very fluid map. Stick together, wagon wheel but do it slow so you all keep up. There's a lot of crap in the way of moving and if your team does a better job sticking together and the other team doesn't you'll gobble them up. Try to hold the corner of the center structure closest to you; that high ground can be killer. If the other team is LRM-heavy then get down below and turtle if you don't have ECM - or take the dead center and hold it at all costs. Any other option is just going to get you all killed.

Finally...

PUSH and PLAY AGGRESSIVE.

Defensive play requires more coordination than offensive play. For pugs if you can get them to grow a pair and play fast and hard you'll win way more than you lose. The aggressor chooses the cadence, position and form of the fight. They push the other team, prod, divide and hammer them. The defending team just tries to adapt. Adaptation is too slow and too hard without good coordination so aggressive play wins in pug matches.

In the end... better to follow a bad plan than no plan. A lot of support and commitment can make a bad plan with with a little luck and against a moderate or bad team. A bad plan with no support and no commitment is just throwing yourself into a 12-1 loss. May as well just arty your team for standing in the open and being dumb then run out of bounds. It's not any more certain to get you all killed.





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