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Why Play Cautious In Pugs?


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#21 Onmyoudo

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Posted 21 September 2014 - 12:17 AM

As Bandito said, Mordor absolutely has to be rushed every time. Such a bad map.

I find that it's not caution so much as an unwillingness to be shot. Everyone knows the first stormtrooper through the door gets the laser to the face, right? Where in a team game you can trust your fellows to take fire and tank damage and give as good as they got, in your typical PuG game you can't. So you have maybe 8 people all trying to hide behind one another, trying to be the ones to stay alive long enough to do the damage and win the game still standing. Most games all it takes is one mech (you), with a reasonable enough tanking ability (works with XL Muromets, for example), to start moving forward and take some shots. It won't always work and your team will walk into the grinder but it's still better than waiting for the hammer to fall.

The only scenario I play "cautiously" are games when some other PuG facetanks. This allows me to UAC5 the balls off of the enemy and stay somewhat untouched just by maneuvering around the sides of the fray. These games are invariably my best, as recorded by the points system.

EDIT: The guy above me mentioning sniping made me realise it could be TF2 sniper syndrome. Maybe everyone dropped with incompatible builds, as you can't know what your team has in PuGs. Maybe you got 11 snipers and a scout on your team. Someone needs to re-roll medic.

Edited by Onmyoudo, 21 September 2014 - 12:19 AM.


#22 El Bandito

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Posted 21 September 2014 - 12:27 AM

View PostGhogiel, on 21 September 2014 - 12:07 AM, said:

Well I sort of agree that most of the players will be meat... you will get more $ on wins. So it's best to do everything possible to maximise those. Staying alive is of course very useful but going out in a blaze of awesome sometimes works too.


Actually I have plenty of profitable losses compared to victories. It all depends on the amount of damage I managed to deal--which is a great reason never to rush ahead.

Let's forget the fact that he is a filthy Liao and take the example of Shin Vector, whom I managed to drop with in solo-q few times. Even though he is a better player than me, I gladly threw him to the wolves for the chance to do more damage, and more damage I did.
Now if it was group queue, I'll be sacrificing my own armor just so he can stay alive a moment longer, cause that's when winning actually has meaning.

Edited by El Bandito, 21 September 2014 - 12:28 AM.


#23 Utilyan

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Posted 21 September 2014 - 12:33 AM

I've seen fire teams and perfectly executed flanks in pug matches.

People will follow order and welcome it.


The worst thing to have on a team is a whiner. Same toxic mf who says "team sucks" and he's the reason. Same guy asking where were you guys......why didn't you follow.


You know when we drop we got options for assault, conquest, and skirmish. If I had an option for NO WHINERS i'd be set.


They should add this feature, and then if a guy whines on your team, you report him for whining. So before he joins a game he has to click x a box that says "I am a Whiner". Then he is free to whine.


That way all the whiners get grouped up into their own team........lol. That would be fun to spectate. :D

#24 Ghogiel

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Posted 21 September 2014 - 12:36 AM

View PostEl Bandito, on 21 September 2014 - 12:27 AM, said:


Actually I have plenty of profitable losses compared to victories. It all depends on the amount of damage I managed to deal--which is a great reason never to rush ahead.

Let's forget the fact that he is a filthy Liao and take the example of Shin Vector, whom I managed to drop with in solo-q few times. Even though he is a better player than me, I gladly threw him to the wolves for the chance to do more damage, and more damage I did.
Now if it was group queue, I'll be sacrificing my own armor just so he can stay alive a moment longer, cause that's when winning actually has meaning.


I doubt statistically taking a loss is going to net more dosh. I mean going for 2 imporant kills early is better than 4 crit **** mechs at the end.

#25 Spades Kincaid

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Posted 21 September 2014 - 12:47 AM

View PostBishop Steiner, on 20 September 2014 - 11:11 PM, said:

While I agree with your message, that aggression and taking the initiative wins more than it loses (especially in PUG matches)...... do you really think you can herd the cats? Most pugs are pugs because they don't want to coordinate and take orders. Its short sighted and self defeating, but it preserves their PUG independence, yo.

I still PUG far more than I group drop, and it's pretty much the same story, every match.


Of course, you are among the exceptional minority right?


I'll toss my anecdotal experience in there too. While I certainly see players run off randomly, or teams that split all over the map; Most of the time, even if there's no communication at all at the start of a match, 2/3 or more of the team forms up into a rough group. Which is in itself, a form of expression of a desire to coordinate. That doesn't mean they are good at it, but that's not the point. So unless you're telling us you see more than half the team just wandering off to do their own thing every match.....'Most' isn't close to an accurate assessment.

Which at it's core, is what I think Mischief's point is. And yeah, if you try to tell me that I'm going to call BS on it.

*shrug*

#26 Mystere

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Posted 21 September 2014 - 01:11 AM

As a 100% solo player, all I can say is:



#27 Undercover Brother

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Posted 21 September 2014 - 01:29 AM

Either everyone sits in one spot, trading potshots until they're rolled, or they rush in, guns blazing, and are picked apart one by one. There's no order or structure to PUGs. And half the time, PUGs are squaring off with at least ONE team on comms, that chose targets, and concentrate fire.

The real problem is that PUGs (especially the actual Newbs) don't understand strategy on maps. Thy split up so much on Canyon, and start to group back up in the center (after 3 or 4 are killed), and then they are surrounded and overwhelmed. In Frozen City, they huddle behind one side of the downed dropship, trading potshots, while a few enemy lights use TAG to help their bigger teammates vaporize them with LRMs. On Caustic, they split up, and chase rabbits. Forest Colony is a clusterf*ck, no matter what they do. And River City is always a slit between "let's rush" and "I'm going to just sit in one spot, and go make some Hot Pockets... BRB."

...and if a Veteran makes a suggestion, it's in one ear,and out another.

#28 SaltBeef

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Posted 21 September 2014 - 02:17 AM

I some what agree with the OP.......Find unit momentum , ( everyone moving in columns like a platoon ) If you locate the main enemy group Push and Brawl / Annhialate. Sneeky Snipey can get boring. I Love it when I get in a group that has momentum.

Hard to stop a freight train when your in circled wagons.

Edited by SaltBeef, 21 September 2014 - 02:20 AM.


#29 Mudhutwarrior

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Posted 21 September 2014 - 05:01 AM

I get some really good intuitive matches in solo que. They are rare though and I would tend to lay the blame on those who think of the team as meat. The supposed experts do more to crash a solo team than any noob does.

Solos have trust issues and its not because of the noobs, its because of the self professed hero's leading them to slaughter or abandoning teamates so they can stay undamaged.

Was in a match last night where I flanked with my lance and we ran into an ecm lance. Full firefight and my teammates died and I was at 20% and legged. Calvary rushed in led by an comp player I am very familiar with. Saved me and we rolled them even though we were down by 6 and the other team had 10 standing. He didnt see us as meat but teammates and we won.

Heros can kiss my..........

#30 ice trey

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Posted 21 September 2014 - 05:05 AM

5 minutes from the time you click "Launch" to the time the game is actually playable.

That's why.

#31 Oderint dum Metuant

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Posted 21 September 2014 - 05:22 AM

View PostEl Bandito, on 21 September 2014 - 12:03 AM, said:

I did not earn 100-180K per match by LeeRoy-ing every game. Except Mordor.

For me, every pugmate is basically expendable meat. They are there to draw Direwhales's fire, and get the Lights off of me. Sure, I can occasionally play aggressively, but I am never the type of guy who peeks his head out first--unless it is Mordor--cause every second that I am alive equals to more chance to earn C-Bills. And I am critically short of C-Bills in the Light of the Direwhale release and Tier 5 modules.

Solo-Q is just as the name implies--it is not about Us vs. Them, it is about how well you do per game.


I'm totally different beast in group drops, BTW.


Probably the first time I have agreed with something this guy has said.

Your pug mates are just meat; shields to be used to further your own carrying potential.

#32 Lord Perversor

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Posted 21 September 2014 - 05:34 AM

View PostMischiefSC, on 20 September 2014 - 10:43 PM, said:

This one boggles me. You drop in a team and everyone just sorta pulls back... and waits to get rolled.

This isn't new. In a solo match you won't have viable coordination, it's the nature of the beast. This means that defense is inherently too slow to respond to a hard push. Conversely a hard push is very easy to coordinate; 'Everyone push position X' and that's it. All you gotta do. Everyone knows their job and place more or less and away you go.

I'm curious to see who defends the idea of 'playing it safe' in solo queue. Even group queue to be honest unless you're a 12man or maybe 10man and on coms or at least coordinated.

We all have anecdotal examples of when we played against a group of incredible bads who trickled in one at a time to die into our 'death trap' that by sheer coincidence happened to actually get in the right place at approximately the right time.

Also I will say that taking center in Terra Therma drives the win most of the time if only because it's a good place to run headlong into the other team or, if the other team tries to 'circle' lets you pick them apart from high ground or choose an opportune time to move down from the center to attack and destroy isolated pockets of the guys who were too slow/cowardly to take the center.

Crown in Canyon can be, with the right setup, a solid place to take and then advance from.

Rock Fort on Tourmaline is a decent place for north side team to set up and await the direction the south side is taking before making the right flanking rush.

End of the day though if you're in the back you're probably dead weight. To a degree I'd even extend this to 'support' mechs - the fewer mechs in a position to draw fire the more concentrated that fire will be on a smaller number of your allies.

If you're going to launch a match and play, why wouldn't you want to play to win?

The KDR argument -

False argument. Best way to protect KDR is to win consistently and kill more people. Being the last to die does not protect your KDR, it gimps it.

The I'm fragile argument -

Your mech is no more fragile to damage than the enemies. The difference is being the guy doing the shooting and not the guy being shot.

The nobody follows me argument -

So push. Sometimes a leader needs to lead. Sometimes your team will be full of cowards, that just is what it is. Not every match though and the more you win by playing hard the more you show other players that playing hard wins.

Play aggressive, drive the win. Someone is going to push the hardest - why wouldn't it be you?


You forgot my very favourite one.

The Spearhead Argument: when a Friggin Fatlas or Direwhale can outrun their whole team 200-500m ahead and nobody follows the Assault. :blink:

#33 Angel of Annihilation

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Posted 21 September 2014 - 05:38 AM

View PostMischiefSC, on 20 September 2014 - 10:43 PM, said:


The nobody follows me argument -

So push. Sometimes a leader needs to lead. Sometimes your team will be full of cowards, that just is what it is. Not every match though and the more you win by playing hard the more you show other players that playing hard wins.

Play aggressive, drive the win. Someone is going to push the hardest - why wouldn't it be you?


This and this again. If you are the first one to push, you are almost always the first to die mostly because you cannot count on your team to follow, support and be there to draw fire so not everyone of the enemy is concentrating on you.

I know this because I have a tendency to play aggressive and if I don't check myself from my tendency to lead from the front, my match results go way down.

Also when I am talking about my aggressive tendencies, I am not talking mad long rushes into the enemy, I am just talking about being the first one to push the edge and becoming the first one visible to the enemy. I can't count the times I have had 5-6 friendly mechs at my back, right on my heels and the minute I round the corner and they see I am taking fire, they all slow, back off or outright retreat without even actually seeing what was around the hill. There might be only 2 enemy there lost, lonely and afraid, but those 6 following me saw a laser hit my mech and go into panic mode and run away leaving me to try to win a 2 on 1 situation which usually results in me dying.

So yeah I try (doesn't always or even often happen) to put a check on myself and make sure I am the SECOND person to poke my nose out just in case the third, forth fifth, etc, etc bails. Of course I am not alone in this train of thought so when you have the entire team trying to be second, well there usually isn't much forward momentum.

#34 DjPush

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Posted 21 September 2014 - 05:53 AM

To be honest I PUG because I don't want to deal with organization. I have a team for that. Sometimes you just wanna hash it out with a few other idiots just for poops and gigs. Sometimes I charge sometimes I wait...

#35 Kvaneal

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Posted 21 September 2014 - 08:13 AM

100% PUG here with top priority being win.

I used to run a light and speed around looking for solo snipers and LRM spammers looking to either get a quick easy back core or quick easy leg. Then I could rejoin the main battle thinking I had first disabled a significant contributor to the enemy.

After playing the last month brawling in heavies and assaults I question the significance of long range snipers and LRM spammers. I think my former tactic - beating up a mech pilot who was never part of determining the outcome of the match anyhow - was simply wasting time.

In sum, I agree with OP: the aggressive pilots that coordinate a push will get the win.

Edited by Kvaneal, 21 September 2014 - 08:19 AM.


#36 Bishop Steiner

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Posted 21 September 2014 - 10:01 AM

View PostSpades Kincaid, on 21 September 2014 - 12:47 AM, said:


Of course, you are among the exceptional minority right?


I'll toss my anecdotal experience in there too. While I certainly see players run off randomly, or teams that split all over the map; Most of the time, even if there's no communication at all at the start of a match, 2/3 or more of the team forms up into a rough group. Which is in itself, a form of expression of a desire to coordinate. That doesn't mean they are good at it, but that's not the point. So unless you're telling us you see more than half the team just wandering off to do their own thing every match.....'Most' isn't close to an accurate assessment.

Which at it's core, is what I think Mischief's point is. And yeah, if you try to tell me that I'm going to call BS on it.

*shrug*

Forming up as a group, to park at whichever maps Derp ring is available, is about as useful as not grouping up at all. And yes, Groups do that to, though not as often. I'd say pretty safely, over half my PUG losses, are from 1-2 lances running off to do their own thing.

If I saw people actually covering each others butts in match the way you guys are here in this convo, we'd win a lot more.

#37 Abivard

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Posted 21 September 2014 - 10:40 AM

Is this how you see yourself in PUG's?



#38 ShinobiHunter

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Posted 21 September 2014 - 10:51 AM

I play basically only PUG, and while they don't always follow orders, if you give a clear intelligent plan they will often follow. It's just a matter of communication. Obviously they won't always, but I have had many wins pulled from near defeat because someone took charge.

#39 Wintersdark

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Posted 21 September 2014 - 10:54 AM

View PostT Decker, on 21 September 2014 - 01:29 AM, said:

Either everyone sits in one spot, trading potshots until they're rolled, or they rush in, guns blazing, and are picked apart one by one. There's no order or structure to PUGs. And half the time, PUGs are squaring off with at least ONE team on comms, that chose targets, and concentrate fire.
No, they're not squaring off against a team on comms. There are no groups in the pug queue. And of course there's no structure and order. It's random people. This doesn't mean they are bad, or that they don't want some order.

Quote

The real problem is that PUGs (especially the actual Newbs) don't understand strategy on maps. Thy split up so much on Canyon, and start to group back up in the center (after 3 or 4 are killed), and then they are surrounded and overwhelmed. In Frozen City, they huddle behind one side of the downed dropship, trading potshots, while a few enemy lights use TAG to help their bigger teammates vaporize them with LRMs. On Caustic, they split up, and chase rabbits. Forest Colony is a clusterf*ck, no matter what they do. And River City is always a slit between "let's rush" and "I'm going to just sit in one spot, and go make some Hot Pockets... BRB."
This depends heavily on Elo range, and is also heavily dependant on a lack of communications.

I see so damn often, people saying things like the above on these forums, and I see those players in game. They never propose anything, they don't make a suggestion.

So, yeah, everyone goes everywhere. This is because there are more than one valid strategy per map, and because nobody is talking, nobody is suggesting a plan of attack, everyone is following what they feel is the optimum strategy for that map. This, of course, results in everyone doing something different, because what they expect the other players to do isn't what they're doing. Then, of course, they assume everyone else is an idiot (while those other players are assuming the same).

It leads to this forum "All the PUG players suck, except me, I'm special" threads.

Quote

...and if a Veteran makes a suggestion, it's in one ear,and out another.

This is extremely rare. If anyone suggests anything, the bulk of teams generally do that. It's long been my experience that folks saying things like the above also say things like "I don't bother suggesting anything anymore because nobody listens." You don't get to say both.

What happens, though, is folks like El Bandito above? (Note: Mr. Bandito, I don't mean to call you out here; I understand your point, I'm just using your posts as an example) A lot of those PUG players are him. They're hiding in the back, ensuring Someone Else is being fired at first. They're looking to get the best possible score they can, and they'll do that by getting more damage, more kills, and surviving longest. They do that by sacrificing others - those meat shields. They'll do that, often, assuming those "meat shields" are terribad players who are good for nothing else... But those meat shields are just as skilled. They're just willing to take one for the team to try to get a win. Of course, come the end of the match, those players who stayed back more will crow about their damage, and how the players who lead (and died first) where useless meatshields, bads. But if nobody does that, if nobody plays aggressively? Then you get tedious potshot trading matches, and it's a losing strategy if the opposing team pushes together.




Ever notice how the forums are chock full of players deriding their PUG teammates for being stupid, useless, whatever? Almost everyone does that. But if almost everyone is a great player, how does this still happen?

Look, what I'm saying here is that what you need to understand is that the majority of the people on your teams, they're just like you. They do as roughly as well as you do, overall, or they wouldn't be in matches with you (unless you're pretty low-average, in which case you probably see lots of new players - new players are new players, not much can be done about that but teach them). But in PUG matches, each player has his own idea of what should be done, and when those ideas differ you get teams spreading all over the map. Average players are willing to listen to at least basic suggestions, because they understand that working together wins matches. Sure, you'll get the odd bad player, or antisocial git, and they'll do whatever... But those people will likely end up on both teams.

But when you're doing what others in this thread have suggested, using them as meat shields? Of course they end up looking worse than you, and your own passivity can hurt your team's chances of winning.

Edited by Wintersdark, 21 September 2014 - 10:55 AM.


#40 Wintersdark

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Posted 21 September 2014 - 11:01 AM

View PostBishop Steiner, on 21 September 2014 - 10:01 AM, said:

Forming up as a group, to park at whichever maps Derp ring is available, is about as useful as not grouping up at all. And yes, Groups do that to, though not as often. I'd say pretty safely, over half my PUG losses, are from 1-2 lances running off to do their own thing.
Absolutely. I'd say almost all my PUG losses are due to that.

That's not because they're bad or refuse to listen, though. In almost every case, nobody has said anything at all. So you've got people following 2-3 different strategies for the map, rather than just one.

Quote

If I saw people actually covering each others butts in match the way you guys are here in this convo, we'd win a lot more.
Indeed.

Veteran players are just as bad for this as newer players, though. I watch vets run off abandoning "random pug bads" all the freaking time to get the best score they possibly can.

I see vets being overly cautious (and even cowardly) every bit as much - and I've been around long enough to know who's who.





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