Jump to content

The Doomed Lance


39 replies to this topic

#21 Sadist Cain

    Member

  • PipPipPipPipPipPipPip
  • Philanthropist
  • 605 posts

Posted 05 October 2014 - 07:33 AM

View PostSandarbian, on 03 October 2014 - 04:15 PM, said:

Return to 12 starting together on all maps and quit the stupidity.


Anything but that, that was stupidity in itself.

Yes of course here's our company of twelve mechs going into battle by all standing in a shoebox next to each other... eurgh.

I think the maps in question with problem spawns need them adjusting and more importantly the maps updating and opening up a lil more.
Don't need to encourage people to start off and act as a clustercluck in what's supposed to be a tactical team game.

You never stick all of your players in one spot on any field of battle or play why do we need to do so in this?

#22 Rebas Kradd

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,969 posts

Posted 05 October 2014 - 07:34 AM

What I'm starting to do is take command at the beginning of the match and dump all the Dire Wolves into the center lance (Bravo).

#23 Duncan Jr Fischer

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 493 posts
  • LocationKyiv

Posted 05 October 2014 - 07:51 AM

On Alpine the farthest lance in the attacking team is in terrible situation and its Assault is really doomed most of the times, if the team goes right-side. When the lance stays and covers, the chances are still high that the whole lance is doomed. Been there, done that several times) When the team goes left-side it's more or less ok.
On Terra Derpa it's not uncommon too, when the team goes circling and stretches out like hell)

#24 Star Colonel Silver Surat

    Member

  • PipPipPipPipPip
  • The Carnivore
  • The Carnivore
  • 157 posts

Posted 05 October 2014 - 10:13 AM

View PostRuccus, on 05 October 2014 - 07:26 AM, said:

Unfortunately I'm the poor sap who takes it upon himself to try to defend the Dire Wolf or Atlas teammate that doesn't realize he has to get the heck out of D2 in River City as quickly as possible while everyone else starts the counter-clockwise circle.

It almost always ends in a dirt nap for me, or at best a smoking mech.


I hate that spawn, and also the idiotic, moronic obsession to always go counterclockwise on River City. Abandoning the high ground of the airport for no logical reason and creating a strung out train of mechs that get picked off one by one, especially as they cross water. That map lowers my opinion of the human race.

#25 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 05 October 2014 - 10:27 AM

View PostSandarbian, on 03 October 2014 - 04:15 PM, said:

starting positions on most map are horrible. there is always a lance that is left with it's posterior hanging out and doomed to be ran over like dogs. Esp it you are an assault. Return to 12 starting together on all maps and quit the stupidity.


An apology if that was you in the atlas I harrassed slowing your lance from getting to the front on Alpine, and all around ending badly for your side. I do this when ever possible :)

Some times its good to be a fast medium :)

Edited by Johnny Z, 05 October 2014 - 10:32 AM.


#26 Gallowglas

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,690 posts

Posted 05 October 2014 - 10:30 AM

View PostScratx, on 03 October 2014 - 04:29 PM, said:


It's recoverable. I'm not saying they're good, I'm saying they're not death sentences.


There are a couple of those points where, no, it's not recoverable. If you have a slow mech, you're simply going to get overrun before you reach cover. Even if your team gives cover fire, an assault in open ground is going to be too tempting a target. Basically, if the enemy flushes and doesn't derp, if you spawn with a Dire Wolf on docks in River City, you're a dead mech walking.

They're right. Some of the spawn points are beyond terrible. I'd suggest having some smart coding to prioritize better what mechs go where or change them entirely.

Edited by Gallowglas, 05 October 2014 - 10:31 AM.


#27 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 05 October 2014 - 10:35 AM

This is a tactics topic. Anyone has seen me in game knows I get frustrated at the tactics sometimes, but that doesnt mean they should change the start points for the sake of poor game play. I make enough mistakes to, just saying.

Mastering my SLOW STK assault mech was the hardest I have done next to the commando. Before speed tweak it was so slow, me and my STK got caught to many times alone, afraid under fire and quickly wreckage. :)

#28 Mercules

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 5,136 posts
  • LocationPlymouth, MN

Posted 05 October 2014 - 10:38 AM

View PostRebas Kradd, on 05 October 2014 - 07:34 AM, said:

What I'm starting to do is take command at the beginning of the match and dump all the Dire Wolves into the center lance (Bravo).


You mean after they have spawned at Alpha and Charlie spawn points? <_<

#29 4b4dd0n

    Member

  • PipPipPip
  • The God
  • The God
  • 87 posts

Posted 05 October 2014 - 10:45 AM

If you play mainly pug there is no lance vs lance engagement. The splitting of the team in 3 seperated locations is stupid. The team trys to connect the lances in the first minutes of every game. You cant force randoms to play something clever. Its always one cluster against another. So bring back one big dropzone instead of three.

#30 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 05 October 2014 - 10:46 AM

Really a team cant afford to be losing assault mechs off the start so should give support. But to give support and lose a commanding position on the field.......

The start points simulate 3 drops ships dropping 4 mechs each I am assuming. They wouldnt be able to realisticly land to close to each other..... This game does have some interesting tactics involved and I hope they add to them not take them away.

At the start of many matches some players say "stay together" While that is definately a valid tactic there are many other that can earn your side the quick lead. Not to mention a really good team will turn that death ball into a cross fire killing field.

All relative depending on the situation. Mechwarrior does have first rate fighting, not just saying that, it really is good stuff. It needs alot more in game and some work but its still true.

Edited by Johnny Z, 05 October 2014 - 10:52 AM.


#31 151st Light Horse Regiment

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 388 posts

Posted 05 October 2014 - 10:56 AM

I cant echo how right this topic is.

Just spawned on river city, top spawn, DWF. Was dead in about 30 seconds after being swamped by 5 mechs.

#32 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 05 October 2014 - 11:10 AM

Another great tactic is on HPG if one team goes all right fast they can catch the solo lance vrs the combined 3 lances of your team. Works like a charm. If it works its a quick match.

There are equally good counters to this.

Edited by Johnny Z, 05 October 2014 - 11:11 AM.


#33 Triskelion

    Member

  • PipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 226 posts
  • Google+: Link
  • Twitter: Link
  • Twitch: Link
  • LocationFort Collins, CO

Posted 05 October 2014 - 11:15 AM

I like people that wait for me. Especially ECM people.

#34 Willard Phule

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,920 posts
  • LocationThe Omega Company compound on Outreach

Posted 05 October 2014 - 01:13 PM

View PostMercules, on 04 October 2014 - 04:49 PM, said:


You mean the DW pilots that step on me or grind me against walls as I walk slowly with them and keep them under my ECM and AMS? Those guys? Yeah I still do what is best for the team.


You can seriously sit there and not tell me what that behavior is a symptom of? Seriously? Try this on for size...."I don't know how to unzoom when I move because I can't remember what button is for zoom."

I'm not talking about those guys. They're in all weight classes, all types of builds, all over the solo queue. They're the ones that shoot you in the back, the ones that stumble off the edge of the world...you name it. It's not just DW pilots. It's new players in the general populace.

#35 ManOpeace

    Member

  • PipPip
  • 41 posts
  • LocationWI

Posted 05 October 2014 - 02:48 PM

Posted Image

#36 Bront

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 4,212 posts
  • LocationInternet

Posted 05 October 2014 - 02:55 PM

View PostSandarbian, on 03 October 2014 - 04:15 PM, said:

starting positions on most map are horrible. there is always a lance that is left with it's posterior hanging out and doomed to be ran over like dogs. Esp it you are an assault. Return to 12 starting together on all maps and quit the stupidity.

Tormaline is the biggest problem. The other maps it's not that big of a deal, as you're still closer to your team than the enemy.

That said, I think the spawn points are a little too far apart on most larger maps.

#37 Macster16

    Member

  • PipPipPipPipPipPipPip
  • Heavy Lifter
  • Heavy Lifter
  • 576 posts

Posted 05 October 2014 - 03:20 PM

River City is the worst IMO - and this coming from a light pilot whom often instigates said offence the OP and other assault pilots are complaining about.

If I drop in my Jenner in the lower city and it's skirmish, it takes probably not even 20 secs into the match before I'm already poking away at the assaults on the lower refinery area, spotting for the LRM boats with their twitchy fingers itching to press their triggers. I've lost count how many whales I've caught out and it does make me feel a tad guilty knowing how frustrating it can be for said victims as there's nothing they can really do about it.

#38 Voivode

    Member

  • PipPipPipPipPipPipPipPip
  • The Hungry
  • The Hungry
  • 1,465 posts

Posted 05 October 2014 - 03:32 PM

Meh. This game is already 38% Assaults 38% heavies. Anything that punishes fatties is probably good for the game at this point.

#39 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,565 posts
  • LocationSCIENCE.

Posted 05 October 2014 - 03:55 PM

View PostBishop Steiner, on 03 October 2014 - 04:24 PM, said:

so ...for instance the assault lance getting dropped in the B4 spawn in Jenner Alley on Frozen.... that's just too bad for them, eh?

The spawn points really are pretty bad, in SEVERAL instances, especially since it seems pretty common that it is indeed the assaults lance that gets the bad spawn as often as not.


River City is the worst, IMHO. If you start in lower at the old spawn point, you can be swarmed by faster mechs before teams have even completed their first lap. Finishing the water crossing with no arms is bite-the-keyboard frustrating.

#40 Vassago Rain

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 14,396 posts
  • LocationExodus fleet, HMS Kong Circumflex accent

Posted 05 October 2014 - 03:55 PM

View PostVoivode, on 05 October 2014 - 03:32 PM, said:

Meh. This game is already 38% Assaults 38% heavies. Anything that punishes fatties is probably good for the game at this point.


It doesn't punish either, just bad players.





14 user(s) are reading this topic

0 members, 14 guests, 0 anonymous users