Dear Assaults: If You Can't Handle Mobility Uncheck Skirmish
#41
Posted 28 July 2014 - 10:54 AM
#44
Posted 28 July 2014 - 11:20 AM
Sarsaparilla Kid, on 28 July 2014 - 11:19 AM, said:
Dang...has it always been that way, or did it change since the big matchmaker patch?
It's always been that way. It was one of the big complaints about the spawn change. The *only* place you can choose spawn locations is in private lobbies.
#45
Posted 28 July 2014 - 11:25 AM
Sarsaparilla Kid, on 28 July 2014 - 10:11 AM, said:
Um no. Just because you switch a mech's lance assignment does not mean you switch a mech's location.
#46
Posted 28 July 2014 - 11:25 AM
What I got was a good complaint about oblivious Assaults.
Carry on! And make sure you kick me in my pants when I do the dum deed! As I am sure I will now and again!
#47
Posted 28 July 2014 - 11:30 AM
Hell, one of the best tactics with the Puma is to find some
To put it another way, why would you abandon the dude with the SAW in your squad just because he's slower? He's slower for a reason, and it isn't to designate him as ice floe material.
#48
Posted 28 July 2014 - 11:34 AM
On the other hand, playing in pugs alot, There is this issue to run off to the front and "try" to get
kills. They end up DED real quick.
I Turn and back towards group, laying the pain train, and get 3-6 kills and over 1000 dmg. If only a few had turned to
stop there advance with my lonely, Lonely self...........
Cutting corners, can work, but you put your BIG, SLOW mech out there for PPC, ER-LL and AC fire. Oh LMR's....Lets not forget =)
So ya, Back em once and a while, they can stop a rear assault in its tracks.
#49
Posted 28 July 2014 - 11:45 AM
Lexx, on 28 July 2014 - 10:54 AM, said:
Haha!
Look fellas don't get me wrong. I'm not here to say 'how dare you play skirmish the way you do.' It's simply a PSA about how and why Skirmish mode plays differently than the other game modes. Realistically, you have two choices in Puglandia.
1. Adapt: Move quicker at the start or uncheck the game mode and play the ones that suit your style.
2. Keep screaming at your teammates: Continue getting caught alone whenever you spawn in the odd-man-out lance or when you get tunnel vision and fail to notice your team shifting.
The choice is yours, but I promise you choice #1 will make you happier and more successful.
Edited by Jman5, 28 July 2014 - 11:46 AM.
#50
Posted 28 July 2014 - 11:55 AM
#51
Posted 28 July 2014 - 11:57 AM
Training Instructor, on 28 July 2014 - 11:55 AM, said:
There may be one reason.
I find my Weapon groups will sometimes get... Lost. So a moment to reset them. Other than that...
#52
Posted 28 July 2014 - 12:00 PM
If you are sub 60 kph and you spawn at D2 in River City, it is unlikely you will be able to cross the water to D4 before fast moving opponents make contact with you – and by fast that even includes Mediums and fast heavies.
If you spawn and instantly turn towards the water and move as fast as possible there is still no guarantee you will make it moving at Dire Wolf speed.
What’s worse is, there is 0 cover while crossing the water – so your options are stay and fight where there is at least cover, but ultimately lose and die while your team abandons you or run across the water and hope you make it across without being LRMd/sniped in a wide open area with nowhere to hide.
Even if I’m not the slow assault that match, I always try to get the team to provide some cover fire if we have a slow assaults in D2 or the Air Strip – ‘rush counter clockwise’ is not the only valid strategy in public solo drop matches and you can easily do what Roadkill has stated and turn your entire team into the enemy and break that first fast lance into pieces.
If I have some time tonight, I might actually hit the testing grounds to do some timed runs of a Dire Wolf moving from D2 to D4 and then test Jenner/Stormcrow/SHD/Cataphract rushing down from B2 to see just what is, and what isn't possible.
#53
Posted 28 July 2014 - 12:01 PM
Jman5, on 28 July 2014 - 11:45 AM, said:
2. Keep screaming at your teammates: Continue getting caught alone whenever you spawn in the odd-man-out lance or when you get tunnel vision and fail to notice your team shifting.
You forgot #3:
Do both. Even if you move immediately and never take the throttle off of full power, your Dire Whale will get left behind if your team decides to abandon you and play NASCAR. In that case, scream at them the entire game and try to get them to wake the {Scrap} up.
It works... occasionally. The difficulty is that most people don't see what you're writing because they're too focused on fighting. So I usually type something short like "BEHIND" and then spam it 5-8 times in a row. Sometimes that eventually gets a reaction. And to date, every single time the team has paid attention and come back to fight we've won.
#54
Posted 28 July 2014 - 12:01 PM
Jman5, on 28 July 2014 - 11:45 AM, said:
Look fellas don't get me wrong. I'm not here to say 'how dare you play skirmish the way you do.' It's simply a PSA about how and why Skirmish mode plays differently than the other game modes. Realistically, you have two choices in Puglandia.
1. Adapt: Move quicker at the start or uncheck the game mode and play the ones that suit your style.
2. Keep screaming at your teammates: Continue getting caught alone whenever you spawn in the odd-man-out lance or when you get tunnel vision and fail to notice your team shifting.
The choice is yours, but I promise you choice #1 will make you happier and more successful.
I agree with you, but sometimes, you fall back when 1-2 of mechs has taken out 5-6
of theirs. Some back up would be nice cause were hurting boss.............
<EDIT> I know all pugs work diff.
Edited by SLDF LawDog, 28 July 2014 - 12:03 PM.
#55
Posted 28 July 2014 - 12:04 PM
That doesn't mean that I disagree with you Jman, I completely agree about making a positioning and/or mobility error. But sometimes it legitimately happens, and people use that as an excuse like they know what you did (even if you did everything you could)
Edited by Solahma, 28 July 2014 - 12:05 PM.
#56
Posted 28 July 2014 - 12:05 PM
Jman5, on 28 July 2014 - 11:45 AM, said:
Look fellas don't get me wrong. I'm not here to say 'how dare you play skirmish the way you do.' It's simply a PSA about how and why Skirmish mode plays differently than the other game modes. Realistically, you have two choices in Puglandia.
1. Adapt: Move quicker at the start or uncheck the game mode and play the ones that suit your style.
2. Keep screaming at your teammates: Continue getting caught alone whenever you spawn in the odd-man-out lance or when you get tunnel vision and fail to notice your team shifting.
The choice is yours, but I promise you choice #1 will make you happier and more successful.
1.Adapting is important for both sides of this discussion.
2.Effectivly yelling at your teammates when they get overrun and killed because you ran off for some free glory is rather shallow so expect some similar complaints from the people left behind.
Everyone always pointing the finger at others when you share some of the fault leads to less happiness and success for everyone.
#57
Posted 28 July 2014 - 12:05 PM
Roadkill, on 28 July 2014 - 12:01 PM, said:
Do both. Even if you move immediately and never take the throttle off of full power, your Dire Whale will get left behind if your team decides to abandon you and play NASCAR. In that case, scream at them the entire game and try to get them to wake the {Scrap} up.
It works... occasionally. The difficulty is that most people don't see what you're writing because they're too focused on fighting. So I usually type something short like "BEHIND" and then spam it 5-8 times in a row. Sometimes that eventually gets a reaction. And to date, every single time the team has paid attention and come back to fight we've won.
Thats why I said in my ORG post, Stall, em...............Artt/Air and hold
Take as many as I could to stop there advance on our rear
#58
Posted 28 July 2014 - 12:06 PM
Ultimatum X, on 28 July 2014 - 12:00 PM, said:
If you spawn and instantly turn towards the water and move as fast as possible there is still no guarantee you will make it moving at Dire Wolf speed.
It's not guaranteed, but I do it all the time. 53.5 kph in a Dire Whale is not significantly different than 60 kph in a flat-out sprint. Both are too slow. (The real difference is in maneuverability, but that's irrelevant to this discussion.)
And the advantage of running across the water... sort of... is that there's no terrain to maneuver around so you can scream at your teammates the entire time to get them to stop running away from the battle. All it really takes is for Bravo lance to turn and provide fire support.
#59
Posted 28 July 2014 - 12:14 PM
1) PGI realized deathballing was a problem so they split up lances at the start as a bandaid for deathballing. Unfortunately it doesnt work most of the time and creates more problems, especially when slow mechs spawn in the farthest spawn points. Game was way better when everyone spawned in the same location.
2) certain maps are just too small for 12v12. PGI needs to readd 8v8 as an option. And smaller maps like river city should only appear in the 8v8 map pool.
Quote
Exactly. PGI needs to redo the spawn points based on Dire Wolf speed. Either that or just abandon the concept of spread out spawn points altogether. And I still maintain that certain maps are just too small for 12v12 no matter where the spawn points are.
Edited by Khobai, 28 July 2014 - 12:21 PM.
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