Blocking In Team Mates
#1
Posted 21 October 2014 - 05:46 AM
Blobbing up is great, it's what co-ordinated attacks usually involve, however please leave enough space for any mechs in front of you to back up if they need to. The bridges and paths into the centre of Mount Doom, various places in Mining Collective, even out in the water in Forest Colony, always be aware that mechs in front of you (or even laterally) may need to maneouver quickly to avoid a dodgy situation.
If you don't give your team mates room, they're going to take more damage than they should which isn't really going to help the team when you think about it.
#2
Posted 21 October 2014 - 05:59 PM
#3
Posted 22 October 2014 - 03:18 AM
I REALLY REALLY REALLY wish PGI would bring back knock downs so when I am trying to back up my fatless or direwhale and some light or medium is blocking my path it knocks them out of they way. Lets face it a 100 ton object moving at 20kph is going to move a stationary object weighing 30-50 tons out of its way. Just watch what happens on a pool table when objects weigh the same.
Edited by RustyBolts, 22 October 2014 - 03:19 AM.
#4
Posted 22 October 2014 - 03:30 AM
I had a match last night where one particular atlas pilot literally followed me and blocked my reverse twice. Got killed the second time because of his incompetence.
In one match i was using a dire whale as a sheild in my new AH here's the difference i was about 50m behind it and offset just enough with my legs aiming at an angle to his to enable me to both use my autocannons around him and get out the way pronto if he decided to reverse.
#5
Posted 22 October 2014 - 06:14 AM
#6
Posted 23 October 2014 - 09:18 AM
#7
Posted 23 October 2014 - 11:42 AM
#8
Posted 23 October 2014 - 12:47 PM
Without voice comms YMMV.
2) With our corp we try to push through choke points if we have to take them. If you stop with everyone behind you, then you didn't just kill yourself. You killed everyone behind you in the restrictive terrain.
If you push through, you may die because you are first but the rest of the group will make it through and be able to concentrate fire.
#9
Posted 23 October 2014 - 07:03 PM
#10
Posted 23 October 2014 - 07:20 PM
Sethliopod, on 23 October 2014 - 09:18 AM, said:
Shhhhh....................why tell others what I have been doing lately
#11
Posted 24 October 2014 - 09:15 PM
http://mwomercs.com/...age__p__3330480
#12
Posted 25 October 2014 - 10:02 AM
The irony was that he was an S LRM boat. Why he needed to corner peek to bombard guys in the pit at E6 on Tourmaline was beyond me.
What's worse though is when Assaults don't even see me in front of them and just start shooting, vapourizing all my rear armour.
#13
Posted 26 October 2014 - 01:31 AM
3xnihilo, on 21 October 2014 - 05:59 PM, said:
Best way to avoid this is to peek by running parallel to the ridge, or use jump jets to peek while moving if you have them. The walk up, stop, fire, and reverse peek should only be used when you're feeling absolutely 100% safe.
#14
Posted 26 October 2014 - 01:43 AM
So yeah, it happens, and it's because you make it look like you're advancing, so the person behind you wants to move up and support you, but at the last minute you chicken out and back down, but step on somebody's toes doing it.
So no, I don't hold it against somebody if they block me from behind, it's mostly my fault for pussyfooting in the first place.
tl;dr: what Krivvan said. =P
Edited by Tarogato, 26 October 2014 - 01:45 AM.
#15
Posted 26 October 2014 - 02:05 AM
TripleEhBeef, on 25 October 2014 - 10:02 AM, said:
The irony was that he was an S LRM boat. Why he needed to corner peek to bombard guys in the pit at E6 on Tourmaline was beyond me.
What's worse though is when Assaults don't even see me in front of them and just start shooting, vapourizing all my rear armour.
Wait till everybody or almost everybody is dead and you can shoot freely
#16
Posted 26 October 2014 - 01:02 PM
#17
Posted 26 October 2014 - 01:20 PM
#18
Posted 26 October 2014 - 02:21 PM
Krivvan, on 26 October 2014 - 01:31 AM, said:
Best way to avoid this is to peek by running parallel to the ridge, or use jump jets to peek while moving if you have them. The walk up, stop, fire, and reverse peek should only be used when you're feeling absolutely 100% safe.
Yeah I know . I just don't always do it. But I was thinking of an instance when I was going through a tight pass and backing down was quicker than forward out of the tight spot to make a turn.
#19
Posted 26 October 2014 - 02:42 PM
1) Try to give the mechs in front of you an escape path if you think they'll need it. - This is the infamous blocked in problem.
2) Try to keep moving so the mechs behind you can also get in on the action. - This is the infamous blocked out problem.
I find far too often I'm blocked out by mechs who walk into the middle of a walkway, and then stop, or who halt a charge because they back off at the first sign of fire. A few tips.
How to not block people in/Get Blocked blocked:
1) Avoid walking in the dead center of any walkway. Pick a side and stick to it if you can. This lets folks around you and leaves an open firing lane, and thus, promotes people to not be behind you directly.
2) When pushing into an area, stopping and backing up isn't always the best way to get out of the line of fire. While pushing in will subject you to more fire immediately, it will also let your teammates get in behind you and bring support fire by opening up firing lanes and places for mechs to enter behind you.
3) When trading fire, try not to block walkways (similar to #1) so other mechs can get around you. Remember, someone behind you may think you're pushing, or have need to get around you.
4) Be aware of your teammates around you. You're in their way just as much as they're in yours.
5) Remember, sometimes it's not a teammate, but terrain you backed into, particularly if you went over a bump, down a hill, or turned your legs.
How to not block people out/Get Blocked in:
1) Stay to the other side of the walkway as the person in front of you. That way if they stop and back up, they back up next to you.
2) Keep some space between you and the mech in front of you. Much like driving. It means you don't hit them if they stop, and helps give you and others firing lanes.
3) When charging, make sure you keep good spacing so you don't run into each other and let folks behind you have firing lanes as well.
4) Be aware when a mech near you is trading fire and peeking. Try not to get in their way, or get a different angle on the combat.
Remember, blocking and and blocking out are both caused by similar behaviors. Don't be that guy who blocks others.
Edited by Bront, 26 October 2014 - 02:42 PM.
#20
Posted 27 October 2014 - 06:17 AM
Kyocera, on 21 October 2014 - 05:46 AM, said:
Blobbing up is great, it's what co-ordinated attacks usually involve, however please leave enough space for any mechs in front of you to back up if they need to. The bridges and paths into the centre of Mount Doom, various places in Mining Collective, even out in the water in Forest Colony, always be aware that mechs in front of you (or even laterally) may need to maneouver quickly to avoid a dodgy situation.
If you don't give your team mates room, they're going to take more damage than they should which isn't really going to help the team when you think about it.
The Cbill rewards 2.0 is causing a lot of this and also maps that are simply too small for 12-12.
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