Jump to content

The Doomed Lance


39 replies to this topic

#1 Sandarbian

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 39 posts

Posted 03 October 2014 - 04:15 PM

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.

#2 Scratx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,283 posts

Posted 03 October 2014 - 04:18 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.


This is only a big problem if that lance has ~50kph mechs like Dire Wolves and std300 Atlases. Any mech that has decent speed can get its ass out of the frying pan before it gets swamped. At least, if said mech actually starts moving when the match starts. Can't do much about those folks that stand still for 10-15+ seconds figuring out where they're going before they actually get moving.

#3 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 03 October 2014 - 04:24 PM

View PostScratx, on 03 October 2014 - 04:18 PM, said:


This is only a big problem if that lance has ~50kph mechs like Dire Wolves and std300 Atlases. Any mech that has decent speed can get its ass out of the frying pan before it gets swamped. At least, if said mech actually starts moving when the match starts. Can't do much about those folks that stand still for 10-15+ seconds figuring out where they're going before they actually get moving.

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.

#4 Scratx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,283 posts

Posted 03 October 2014 - 04:29 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.


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

That said, some of the spawns should be revised. In particular, since in non-Conquest maps the lances usually all converge together in the same area anyway, maybe they should just all be given closer spawns and prevent the problem to begin with. Just artificially separating the players hasn't worked to force them to generally go on lance vs lance engagements, which I think was the whole point of trying to separate them....

#5 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 03 October 2014 - 04:32 PM

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.

That said, some of the spawns should be revised. In particular, since in non-Conquest maps the lances usually all converge together in the same area anyway, maybe they should just all be given closer spawns and prevent the problem to begin with. Just artificially separating the players hasn't worked to force them to generally go on lance vs lance engagements, which I think was the whole point of trying to separate them....

even having a general "drop zone" for each team, with teach lance spawning randomly within it, would be an improvement, as at least the other team will have more trouble taking advantage of it.

Trust me, in Frozen and Caustic, in particular, I can have NARCs on enemy mechs in less that 30 seconds of spawning, WITH them moving to link up.

#6 Bartholomew bartholomew

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,250 posts
  • LocationInner sphere drop point

Posted 03 October 2014 - 04:34 PM

They spread people out due to all the FF that was happening at the start of the game. Which is better now. However some of the placements do leave a lot to be desired.

#7 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 03 October 2014 - 04:36 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.


Sometimes, in War, you don't get to choose where you are when a battle commences...

The "Doomed Lances" are a great place to spawn if your whole team goes to defend the doomed Lance, because the Doomed Lance will be attacked by less than the whole enemy team. My general instincts are to start the match by immediately moving to support the most vulnerable part of your team, because the weakest part of the chain determines your total strength.

#8 A banana in the tailpipe

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,705 posts
  • Locationbehind your mech

Posted 03 October 2014 - 05:32 PM

Spawn points are a clever marketing ploy to force players out of stock mechs. How DARE they try to enjoy the game without grinding more Cbills.

#9 Willard Phule

    Member

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

Posted 04 October 2014 - 03:49 PM

View PostScratx, on 03 October 2014 - 04:18 PM, said:


This is only a big problem if that lance has ~50kph mechs like Dire Wolves and std300 Atlases. Any mech that has decent speed can get its ass out of the frying pan before it gets swamped. At least, if said mech actually starts moving when the match starts. Can't do much about those folks that stand still for 10-15+ seconds figuring out where they're going before they actually get moving.


.....and now you know why DW pilots don't really care about teammates that walk through their fire.

The team took off and left them like low hanging fruit for the wolfpack of ECM lights on the other team. Thanks guys. You'll pardon me if I reciprocate the sentiment as I close with an enemy you're afraid to engage. You might not want to get in my way.

#10 Vassago Rain

    Member

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

Posted 04 October 2014 - 03:58 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.


I've been poking PGI about this since last year. Doubt they'll ever fix it, despite how easy it would be.

Some spots make no sense to me, like the lone lance that'll spawn in the base on river city. They'll usually get run over instantly by guys swarming in from lower city.

#11 Helsbane

    Member

  • PipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 1,102 posts
  • LocationThe frozen hell that is Wisconsin.

Posted 04 October 2014 - 04:04 PM

View PostBartholomew bartholomew, on 03 October 2014 - 04:34 PM, said:

They spread people out due to all the FF that was happening at the start of the game. Which is better now. However some of the placements do leave a lot to be desired.


Actually, they spread out the drop points in direct response to the amount of base capping that was occurring back when Assault was the primary game mode. If you'll notice, those spawn points are directly situated along the routes fast movers used to skirt the middle and hit base. They simply spread the split spawn points 'evenly' when they put Skirmish mode in and didn't really give much thought to what those new locations would do to slow movers, of how they would be swarmed by the enemy team. The locations are horrible in either case....

#12 KharnZor

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,584 posts
  • LocationBrisbane, Queensland

Posted 04 October 2014 - 04:21 PM

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

Spawn points are a clever marketing ploy to force players out of stock mechs. How DARE they try to enjoy the game without grinding more Cbills.

Posted Image

#13 Pjwned

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 4,731 posts
  • LocationDancing on the grave of Energy Draw LOL

Posted 04 October 2014 - 04:34 PM

View PostScratx, on 03 October 2014 - 04:18 PM, said:


This is only a big problem if that lance has ~50kph mechs like Dire Wolves and std300 Atlases. Any mech that has decent speed can get its ass out of the frying pan before it gets swamped. At least, if said mech actually starts moving when the match starts. Can't do much about those folks that stand still for 10-15+ seconds figuring out where they're going before they actually get moving.


It isn't helpful when you have spawns like in Tourmaline on Assault where you start out in an open field while the enemy can hurl LRMs at you from cover easily.

#14 Mercules

    Member

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

Posted 04 October 2014 - 04:49 PM

View PostWillard Phule, on 04 October 2014 - 03:49 PM, said:


.....and now you know why DW pilots don't really care about teammates that walk through their fire.

The team took off and left them like low hanging fruit for the wolfpack of ECM lights on the other team. Thanks guys. You'll pardon me if I reciprocate the sentiment as I close with an enemy you're afraid to engage. You might not want to get in my way.


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.

#15 Novakaine

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 5,731 posts
  • LocationThe Republic of Texas

Posted 04 October 2014 - 04:52 PM

Don't run go kill the other poor sucka's on the other side of the fence.
The Adventures of "Pew Pew Perkins!"
" Private Perkins what the hell!"
"Sir that stupid Marik dropship pilot dropped us right next a lance of Clan lights!"
"What the....."
"Yeah Capt. I'm lookin right at them!"
"Gee Private what the exact hell are they doing, for God's sake."
"Ah they are kinda slowly backing away from us, trying not to be noticed."
"And why do you think that might be Perkins?"
"Er.....because we outweigh em by 500 tons?"
"And?"
"Er..... we should go and kill them?"
"Yes Private please do, before I kill you."
"Yes sir we're on it now"

#16 Jeon Ji Yoon

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 119 posts

Posted 04 October 2014 - 04:52 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.


Yeah I mentioned this before, the idea of lance on lance was a fun idea but it never happens so half the maps become a race to murder the enemies off lance ;_;

#17 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 04 October 2014 - 07:12 PM

I should find a way to macro "DON'T LEAVE YOUR WHALES BEHIND!" team message at the start of every game.

#18 Davegt27

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,028 posts
  • LocationCO

Posted 04 October 2014 - 07:27 PM

I got walked down and shot in the back in my 64kph Jager so it does happen

After I was dead I typed "you ran off and left us"

I then bought a bigger XL engine which added a few KPH

Now I have quick responses like "don't runoff"

Once this happened to me I try to look out for the slower mechs (they have fire power that we need and should not be wasted)


#19 Riverboat Sam

    Member

  • PipPipPipPipPipPip
  • The Resolute
  • The Resolute
  • 209 posts

Posted 05 October 2014 - 07:12 AM

Personally, I always look for a big fat dire wolf or atlas to follow to the fight. Mobile cover.

#20 Ruccus

    Member

  • PipPipPipPipPipPipPipPip
  • The Bloodlust
  • The Bloodlust
  • 1,136 posts
  • LocationAbbotsford, BC

Posted 05 October 2014 - 07:26 AM

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.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users