The Doomed Lance
#1
Posted 03 October 2014 - 04:15 PM
#2
Posted 03 October 2014 - 04:18 PM
Sandarbian, on 03 October 2014 - 04:15 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.
#3
Posted 03 October 2014 - 04:24 PM
Scratx, 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
Posted 03 October 2014 - 04:29 PM
Bishop Steiner, on 03 October 2014 - 04:24 PM, said:
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
Posted 03 October 2014 - 04:32 PM
Scratx, 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
Posted 03 October 2014 - 04:34 PM
#7
Posted 03 October 2014 - 04:36 PM
Sandarbian, on 03 October 2014 - 04:15 PM, said:
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
Posted 03 October 2014 - 05:32 PM
#9
Posted 04 October 2014 - 03:49 PM
Scratx, 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
Posted 04 October 2014 - 03:58 PM
Bishop Steiner, on 03 October 2014 - 04:24 PM, said:
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
Posted 04 October 2014 - 04:04 PM
Bartholomew bartholomew, on 03 October 2014 - 04:34 PM, said:
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....
#13
Posted 04 October 2014 - 04:34 PM
Scratx, 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
Posted 04 October 2014 - 04:49 PM
Willard 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
Posted 04 October 2014 - 04:52 PM
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
Posted 04 October 2014 - 04:52 PM
Sandarbian, on 03 October 2014 - 04:15 PM, said:
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
Posted 04 October 2014 - 07:12 PM
#18
Posted 04 October 2014 - 07:27 PM
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
Posted 05 October 2014 - 07:12 AM
#20
Posted 05 October 2014 - 07:26 AM
It almost always ends in a dirt nap for me, or at best a smoking mech.
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