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A Revelation (Of Sorts) Regarding New Reward System


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#21 I_AM_ZUUL

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Posted 22 October 2014 - 04:11 AM

I just wanted to say Kudos for this thread, it's well thought out and the counter points are articulated nicely. Everything else today has been a nightmare of bitthing & whining about nothing nerfs. There have been previous patches that made me lose my mind and I'm starting to question if my reaction was legitimate (though I contend that LRMs doing 180m per sec was way broken.) So thanks for having one thread at least that's addressing an issue that is not the Timmberbabies crying or LRM5 whining about absolutely nothing at all.

#22 Lykaon

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Posted 22 October 2014 - 04:34 AM

View PostUltimatum X, on 21 October 2014 - 09:08 PM, said:



While this does frequently happen, in my opinion that is a bad push.

A good push saturates the opponents field of fire with as many mechs as once as possible.


Instead of pushing in as a wedge, which allows for much easier focus firing, teams should be pushing as a line or a crescent.


It makes it much more difficult to focus a specific target.



Also, if that wedge of Atlas + Dire Wolves is outside 300m, it's most likely those Dire Wolves will be focus fired more heavily than the Atlas will.


I would go even one step further and say that committing assault mechs to the spearhead is frequently a bad push.

First mechs in should be fast and agile making a focused attack on a juicy target all the while pushing into and past the enemy because right behind them are the assaults with shinny new paintjobs and full ammo magaizines.

If executed well the enemy will have no choice to turn some firepower to address the fast and agile spearhead (that is now pressed into the rear) leaving the assault mechs with fewer enemy mechs targeting them and with luck some rear shots on some enemy mechs.

This technique was used with frequent success when we had mixed solo and group queues.Organized teams don't always crumble into disarray the moment they get speared and clubbed.

#23 Xarian

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Posted 22 October 2014 - 12:53 PM

View PostLykaon, on 22 October 2014 - 04:34 AM, said:

I would go even one step further and say that committing assault mechs to the spearhead is frequently a bad push.

First mechs in should be fast and agile making a focused attack on a juicy target all the while pushing into and past the enemy because right behind them are the assaults with shinny new paintjobs and full ammo magaizines.

If executed well the enemy will have no choice to turn some firepower to address the fast and agile spearhead (that is now pressed into the rear) leaving the assault mechs with fewer enemy mechs targeting them and with luck some rear shots on some enemy mechs.

This technique was used with frequent success when we had mixed solo and group queues.Organized teams don't always crumble into disarray the moment they get speared and clubbed.

Yeah frequently but not always. You are right that the lights need to get in there ASAP, but before or after the Atlas depends on how the enemy team is set up. There are some strategies and maps that will eat a light swarm but struggle against a fat mech or two, or at least delay long enough for the light swarm and the rest of the mechs to come in and start shooting people.

My usual goal in an Atlas is to protect the Dire Wolf. Sometimes that means leading the charge, sometimes it means body-blocking the occasional assassins who will attempt to bum rush the whale.

#24 bobF

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Posted 22 October 2014 - 01:13 PM

As a DDC pilot, I endorse this thread. No love for brawlers and tankin' with these new rewards :(

edit: oh yeah, I wanted to add. The armchair generals giving critique on battle formations have never played the same game I have. There are no flat maps in this game, and maps with open areas do not allow for your advanced tactics. Lurms punish anyone not huddling behind cover; besides the fact that even with in-game voip, accomplishing such a thing would be a true feat of leadership in solo queue. Be realistic ffs.

Edited by bobF, 22 October 2014 - 01:15 PM.


#25 Xarian

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Posted 22 October 2014 - 02:32 PM

View PostbobF, on 22 October 2014 - 01:13 PM, said:

As a DDC pilot, I endorse this thread. No love for brawlers and tankin' with these new rewards :(

edit: oh yeah, I wanted to add. The armchair generals giving critique on battle formations have never played the same game I have. There are no flat maps in this game, and maps with open areas do not allow for your advanced tactics. Lurms punish anyone not huddling behind cover; besides the fact that even with in-game voip, accomplishing such a thing would be a true feat of leadership in solo queue. Be realistic ffs.

Tactics don't work in solo queue. People will deliberately do the opposite of what you ask just because you asked them to do something. Or they just ignore you outright. It's like trying to convince rocks to roll uphill.

#26 Bront

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Posted 22 October 2014 - 02:52 PM

I approve of this idea. Might need some tweaking, but I think it's a good idea.

Another way to work on tanking is to offer a taking damage bonus when you are taking fire and at least 2 of your nearby teammates are not. This helps the mech that spearheads a charge, as well as a general tanking brawl mechs.

Or another option would be an under-fire reward for taking constant fire for longer than some time. This rewards not only the big boy assaults that know how to stay alive under fire, but some of the zombie mech builds as well.

Maybe even a "Died for the cause" for the first mech to die in a charge. Doesn't have to be huge, just enough to make up for the lack of ability to keep getting the accumulated rewards. Would only work in a multi-mech on multi-mech brawl (within some range that's considered a brawl)

View PostXarian, on 22 October 2014 - 02:32 PM, said:

Tactics don't work in solo queue. People will deliberately do the opposite of what you ask just because you asked them to do something. Or they just ignore you outright. It's like trying to convince rocks to roll uphill.

Except when it does work, then it's glorious.

My favorite recient PUG match I called the plan, most followed, and when I died (I lead a charge), I called targets for the rest of the group, and we went from 4-4 to only losing 1 more mech.

Edited by Bront, 22 October 2014 - 02:51 PM.


#27 Xarian

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Posted 22 October 2014 - 02:53 PM

View PostBront, on 22 October 2014 - 02:52 PM, said:

Maybe even a "Died for the cause" for the first mech to die in a charge. Doesn't have to be huge, just enough to make up for the lack of ability to keep getting the accumulated rewards. Would only work in a multi-mech on multi-mech brawl (within some range that's considered a brawl)

Except when it does work, then it's glorious.

My favorite recient PUG match I called the plan, most followed, and when I died (I lead a charge), I called targets for the rest of the group, and we went from 4-4 to only losing 1 more mech.
This is a brilliant addition; hope you don't mine if I steal this.

#28 Bront

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Posted 22 October 2014 - 02:54 PM

View PostXarian, on 22 October 2014 - 02:53 PM, said:

This is a brilliant addition; hope you don't mine if I steal this.

Feel free. You can even offer me a line of credit if you want. :)

Edited by Bront, 22 October 2014 - 02:54 PM.






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