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Steiner Challenge: Win A Mechbay!


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#141 IllCaesar

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Posted 09 August 2014 - 05:08 AM

View PostNauht, on 08 August 2014 - 04:34 PM, said:

Just as much as you "steal" kills from others I bet.

Unless you stop firing altogether when you see someone shooting an enemy. Which I highly doubt.

It works both ways.


Support build get less kills than heavy direct-fire builds because by their nature, they're not there to cause a lot of damage as quickly. LRMs may do a lot of damage, but they won't get you nearly as many kills as an AC20 to the CT. And you actually support my point, that people have their kills "stolen" all the time. Its hard to call it "stealing" when every mode is Team Deathmatch, but when a challenge like this crops up, I don't know what else to call it. To get credit for a kill, you just need the right shot at the right moment, and I've seen times that the player who gets the kill shoots a critically wounded enemy just once, when somebody else did all the work. The smart thing to do would be to let other players do most of the damage, while they receive most of the damage, and walking in with an Assault mech to mop things up, and let teamwork be damned.

Total victories is a team matter. Kill assists are a team matter. Getting the credit for killing an enemy, not so much. If the criteria was more expansive, I wouldn't be pointing this out, but you don't even need to be playing the game, just reading the thread, to know how much the "kill" aspect is changing the weekend's metagame.

Edit: I should add that whenever a first-person shooter incentivises individual kills over team victory, some players will invariably lean towards individual kills, which hurts teamwork. Do you rememer to the time back before first-person shooters tracked your stats long term? I don't recall anybody hiding in a corner to protect their precious Kill/Death ratio back then. How about a more recent one, one we all will probably recognize, Call of Duty and its introduction of the "killstreak rewards". You go on a killing spree, and you get an in-match reward. Sounds nice, but the fact that the game has a very low health threshold means that the best way to accomplish this is to sit and hide in a corner. Oh, and games track how many of those you get too. Since Mechwarrior Online doesn't have respawns, it makes a lick of sense to have a suicidal build, where you go in guns blazing, hoping to take one or two people with you, die in the first three minutes, and then leave to join another match with a similarly suicidal build. Lets not forget that this challenge means that Assault and Conquest will be even less about the objectives and more about the kills than usual for this weekend.

If the challenge was "Survive 20 Matches", how many matches do you think would run significantly longer than usual? How many do you think would run the entire length? Because that is what would happen. When a challenge like this crops up, favouring individual goals over team goals, the team suffers for the individual. Somebody earlier in this thread already admitted that they've been focusing more on getting assists than they should just to get one of the achievements that was added to this game.

Edited by MarsAtlas, 09 August 2014 - 06:01 AM.


#142 Magic Murder Bag

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Posted 09 August 2014 - 06:21 AM

View PostCookiemonter669, on 09 August 2014 - 05:08 AM, said:

next challenge idea: 50 kills with a flamer in 3 day timeperiod,prize 5000 MC


There's going to be nothing but hunchbacks 4Ps for miles around if that happens *readies the marshmallows and popcorn*....

#143 GentlemanBryan

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Posted 09 August 2014 - 06:59 AM

I would like to have control over the beam duration. For example the longer I hold the fire button the longer the beam (the longer you hold the button the more heat you generate). I would also like to see repair stations in each map. If you receive a critical damage you can go to your repair station (these repair station can be destroyed)

#144 Ngamok

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Posted 09 August 2014 - 07:30 AM

View PostEOD Operator, on 08 August 2014 - 02:07 PM, said:

Weird.. I completed the challenge and not only got a mech bay, but my owned mechs went from 111 to 112. I just can't figure out what is new.


That number is owned mech bays not mechs.

View PostBeast Incarnate XIII, on 08 August 2014 - 02:16 PM, said:

Figures, a new player needs the Mech Bay far worse than the vets, or worse, teams of vets who will most likely get their kills at the expense of the poor new players.

Another PGI plan of brilliance in one day...


Guess you aren't getting your free mech bay.

View PostWVAnonymous, on 08 August 2014 - 05:11 PM, said:

I want extra credit for doing 1 kill in 20 different mechs... The mech bay and a war horn?


Next challenge maybe we'll get a free warhorn !!

#145 Divine Decoy

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Posted 09 August 2014 - 07:42 AM

SCOUT ATLAS WANTS TO SMASH!!!!
Posted Image

#146 Deathz Jester

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Posted 09 August 2014 - 08:22 AM

Did we miss the part where it said Steiner Challenge?


Why are there a bunch of non-Steiner battlemechs on the list?

#147 GoManGo

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Posted 09 August 2014 - 08:42 AM

Next challenge should be a light mech only 20-30 kills for a mech bay then same thing with medium mechs.

P.S but I would advise to challenge players to play late at night or early morning on these challenges that way less P2Win Clan mechs stealing all the kills.

Edited by GoManGo, 09 August 2014 - 08:56 AM.


#148 Xetelian

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Posted 09 August 2014 - 08:56 AM

View PostBlueStarr, on 08 August 2014 - 10:25 AM, said:

were can i check see my kills, so i know if im getting close or not



Yeah how do I see my progress I just got some kills and I'm lost as to how many I need now

#149 Ekdikesis

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Posted 09 August 2014 - 09:01 AM

PGI,

I love the individual events, but I thought you would have learned from the last "kill count" event...

Forget all this babble you hear about changing this or that, all you had to do was make the kills only count if you WIN the match... team play back at the top of the agenda for most and gameplay restored.

For the love of Mercs,

Ekdikesis

#150 Capsta

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Posted 09 August 2014 - 09:02 AM

Got mine done in the Banshee 3E in a couple of hours last night.

Atlai were probably omitted so we don't have drop after drop of nothing but Atlai.
This array of mechs was probably chosen because it is diverse and just about everyone has at least one of these.
I'm glad they spent the time to include some of the Founder's mechs. Although this would have been a nice use of the Founder's Atlas, which doesn't see much action these days.

I'm considering running a 'helper' event today in the Restless Adders channel on Comstar TS. Where basically we run together and grind one person's kills at a time.
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#151 Grayson Sortek

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Posted 09 August 2014 - 09:15 AM

View PostMarsAtlas, on 09 August 2014 - 05:08 AM, said:


Support build get less kills than heavy direct-fire builds because by their nature, they're not there to cause a lot of damage as quickly. LRMs may do a lot of damage, but they won't get you nearly as many kills as an AC20 to the CT. And you actually support my point, that people have their kills "stolen" all the time. Its hard to call it "stealing" when every mode is Team Deathmatch, but when a challenge like this crops up, I don't know what else to call it. To get credit for a kill, you just need the right shot at the right moment, and I've seen times that the player who gets the kill shoots a critically wounded enemy just once, when somebody else did all the work. The smart thing to do would be to let other players do most of the damage, while they receive most of the damage, and walking in with an Assault mech to mop things up, and let teamwork be damned.

Total victories is a team matter. Kill assists are a team matter. Getting the credit for killing an enemy, not so much. If the criteria was more expansive, I wouldn't be pointing this out, but you don't even need to be playing the game, just reading the thread, to know how much the "kill" aspect is changing the weekend's metagame.

Edit: I should add that whenever a first-person shooter incentivises individual kills over team victory, some players will invariably lean towards individual kills, which hurts teamwork. Do you rememer to the time back before first-person shooters tracked your stats long term? I don't recall anybody hiding in a corner to protect their precious Kill/Death ratio back then. How about a more recent one, one we all will probably recognize, Call of Duty and its introduction of the "killstreak rewards". You go on a killing spree, and you get an in-match reward. Sounds nice, but the fact that the game has a very low health threshold means that the best way to accomplish this is to sit and hide in a corner. Oh, and games track how many of those you get too. Since Mechwarrior Online doesn't have respawns, it makes a lick of sense to have a suicidal build, where you go in guns blazing, hoping to take one or two people with you, die in the first three minutes, and then leave to join another match with a similarly suicidal build. Lets not forget that this challenge means that Assault and Conquest will be even less about the objectives and more about the kills than usual for this weekend.

If the challenge was "Survive 20 Matches", how many matches do you think would run significantly longer than usual? How many do you think would run the entire length? Because that is what would happen. When a challenge like this crops up, favouring individual goals over team goals, the team suffers for the individual. Somebody earlier in this thread already admitted that they've been focusing more on getting assists than they should just to get one of the achievements that was added to this game.


I agree, but keep in mind a lot of people on here don't remember a time before FPS games had stats. How many people in the online community remember a time before... say the original Counter Strike?

I've been tracking the player stats as best as I can and I've noticed a shift from heavies to assaults:
My friends and I have been playing lights since so many people have been playing heavies recently, but now the assaults never go under 40% because it's the best way to get a fast kill. I've actually seen the stats where assaults were at 55% while light pilots were at 4%! 4% of the people playing the game are lights! Goodbye fast scouts helping out their teammates with spotting assists and the like.

They've completely tanked their teamwork aspect. I discovered this yesterday (as my previous post discusses) and I tried again today to find that everyone was camping out in an assault 'mech. And again people are holding back on their target locks, because they don't want an LRM boat to "steal their kill". This means that teamwork is really suffering because that lone gunman doesn't get backup, yea he/she might get a kill but he/she is also dying early and hurting his/her team.

I've read some of the replies of people claiming that it's the best teamwork that they've ever seen, and I have to say congratulations! You lucked out somehow and found people working together to get kills. Me? I've witnessed the devolution of teams into teenagers arguing over kill steals while camping their favorite spots to get that sniper shot that will get them closer to kill 20.

I really don't understand why this isn't something as simple as getting 20 wins in these 'mechs PGI. It would still encourage players to get in IS 'mechs instead of clans, and it would still encourage people to obtain those 'mechs on the list, without turning your gameplay into the next CoD clone where I have to watch my teammates get into shouting matches in team chat about who is a kill-stealer.

#152 GoManGo

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Posted 09 August 2014 - 09:16 AM

I thought this would be a fun event but now all the clan mechs are online and basicly stealing all the kills in this event and when you confront them they now team kill you for objecting to it. :D

Edited by GoManGo, 09 August 2014 - 09:19 AM.


#153 Grayson Sortek

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Posted 09 August 2014 - 09:17 AM

View PostEkdikesis, on 09 August 2014 - 09:01 AM, said:

PGI,

I love the individual events, but I thought you would have learned from the last "kill count" event...

Forget all this babble you hear about changing this or that, all you had to do was make the kills only count if you WIN the match... team play back at the top of the agenda for most and gameplay restored.

For the love of Mercs,

Ekdikesis


Something like this might actually work. I don't care about getting kills and getting 1 free 'mechbay, but the whole lack of teamwork is really ruining the experience. Thank you for giving an alternative option!

#154 chaas

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Posted 09 August 2014 - 09:26 AM

I'm surprised there's not more outrage over the lack of a certain 100 ton scout 'Mech on the list.

#155 Maxxximal

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Posted 09 August 2014 - 09:59 AM

To find your progress go->Profile->Stats->Challenges

#156 Wildstreak

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Posted 09 August 2014 - 10:01 AM

View PostTraining Instructor, on 09 August 2014 - 01:55 AM, said:

This challenge would be more fun if they disqualified kills by LRM.


And PPCs, ACs, Gauss.

Oh heck, get 5 kills with Flamers.

There. :D

#157 noise gate

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Posted 09 August 2014 - 10:41 AM

View PostMerchant, on 09 August 2014 - 10:01 AM, said:


Oh heck, get 5 kills with Flamers.

There. :D


5 kills with air strikes / arti strikes =)

#158 Evingolis

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Posted 09 August 2014 - 10:54 AM

Too easy. Took me 5 games. This really is FREE mechbay.

#159 Seeter 721

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Posted 09 August 2014 - 11:11 AM

Is it injected instantly?

#160 Ngamok

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Posted 09 August 2014 - 11:12 AM

View PostKryten 2X4B, on 09 August 2014 - 11:11 AM, said:

Is it injected instantly?


Within up to 15 minutes after the 20th kill. Mine was within 5 minutes.





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