

Nascar!
#21
Posted 26 October 2014 - 10:42 AM
#22
Posted 27 October 2014 - 12:48 AM

#23
Posted 27 October 2014 - 08:30 AM
Jaka Ursic, on 25 October 2014 - 04:16 PM, said:
What happened to taking good fighting positions, area denial, ambush, flank.
It seems like everytime i take a mech slower than 70kph i'm left behind by the rotation. Today i had a game when we circled 3 times in freaking forest colony,it's getting out of hand.
I understand that circling works in competitive play, but PUG games don't have coordinated teams and not all 12 mechs are built for racing.
Would like to know the communitys' opinion on the matter

Tnx.
This trend is due to 6ML, lights being able to run up behind the lumbering slow mechs and shoot at their backs with impunity and drop them very quickly.
#24
Posted 27 October 2014 - 08:38 AM
This makes people chase eachother around it.
They need to keep making maps like Mining Colony
#26
Posted 27 October 2014 - 09:07 AM
That might explain this seeming repeating occurrence of Start.
Blue 0 , Red 1
Blue 0 , Red 2
Blue 0 , Red 3
Blue 0 , Red 4
Wipe!
Then comes the whines of "why you not follow? F'ing Noobs"... etc etc..
With the average game taking 8-10 minutes, that allows for 3-5 minutes for Lances to form and try and setup a "plan" other than fast Nascar out and hope they survive the arrival of the larger, firepower laden, slower Mechs.
Edited by Almond Brown, 27 October 2014 - 09:08 AM.
#27
Posted 28 December 2018 - 04:58 PM
1) SUPPORT YOUR ASSAULTS : This means that your assaults should be leading the charge and determine direction of the team. Assaults are "anchors", and a well supported assault can move entire lines. cover their flanks and rears and push with them.
2) Pincer Maneuvers : the heavier mechs stand and wait to receive the enemy while the wolf-pack (lights and fast mediums) attack the rear of the enemy.
3) FOCUS FIRE : Remember why that R button is there? if you do not, then stop playing. R button is to lock-on to your target. this brings up the enemy mech's paper doll. dissect the mech and use it do determine strength and weakness as well as exploiting open components.
4) "IMPORTANT -> INFORMATION WARFARE!!!" : When people decide to actually bring narcs, tags and spotter mechs in to quickplay, I have noticed that that team usually wins. Regardless of whether or not the team has a missile carrier, knowing where the enemy is MATTERS. This spooks the enemy as well as provide information on the enemy's location and then your team can prepare to receive the enemy attack.
5) PICK NON-NASCAR FRIENDLY MAPS!!! : This means picking maps like TERRA THERMA, POLAR HIGHLANDS, GRIM PLEXUS and ALPINE PEEKS for once instead of picking HPG MANAFOLD, TORMALINE DESERT, CANYON NETWORK and SOLARIS CITY where you know people are going to NASCAR on.
Also keep in mind that its not the developer's fault for the balancing issues in the game, its the PLAYER'S FAULT. I am currently in college for "Interactive Media & Game Design," and studies show that players are going to exploit the easiest way to win ALL THE TIME. When you optimize the game in this way (called meta gaming), you literally optimize the fun OUT OF THE GAME, as in it stops being fun. This game was meant to be played with skill and a military tactical mind set. This is not CALL OF DUTY, this game is a FPS, RTS Mecha-Combat Simulator; please treat it as such.
#28
Posted 28 December 2018 - 05:29 PM
#29
Posted 28 December 2018 - 06:58 PM

Whats up with all the Necromancy today?
#30
Posted 28 December 2018 - 10:29 PM
#32
Posted 31 December 2018 - 01:34 AM
_Ares_, on 25 October 2014 - 04:16 PM, said:
What happened to taking good fighting positions, area denial, ambush, flank.
It seems like everytime i take a mech slower than 70kph i'm left behind by the rotation. Today i had a game when we circled 3 times in freaking forest colony,it's getting out of hand.
I understand that circling works in competitive play, but PUG games don't have coordinated teams and not all 12 mechs are built for racing.
Would like to know the communitys' opinion on the matter

Tnx.
Nascar can only work if most mechs move at approximately the same speed.. Otherwise, slow mechs get left behind..
I've seen teams simply sacrifice slow mechs to Nascar.. it never ends well..
So Nascar requires coordination..
#33
Posted 31 December 2018 - 05:09 AM
Vellron2005, on 31 December 2018 - 01:34 AM, said:
Nascar can only work if most mechs move at approximately the same speed.. Otherwise, slow mechs get left behind..
I've seen teams simply sacrifice slow mechs to Nascar.. it never ends well..
So Nascar requires coordination..
I've found that what usually happens is the team that does a better job of NASCARing wins, then the guys that insist upon putting hamster wheels hooked up to turbines into their mechs instead of actual engines whine about the environment rather than adapting to it.
#34
Posted 31 December 2018 - 05:22 AM
People in solo que tend to not play to their own mech's strength all too often because they can't rely on their team to have their back, and thus cling to their team mates in the hopes of not being the guy who gets targeted, rather than looking where the assaults are, holding the Q key, or just using VOIP.
Lastly: the fact that the only means to understanding things like meta builds, the way they are played, and what are good points to hold or deny on maps is something that is hotly debated between players and never explained by the devs despite maps being designed around power-points since Closed Beta.
TL;DR:
Mob mentality and follow the leader.
#35
Posted 31 December 2018 - 08:16 AM
Escef, on 31 December 2018 - 05:09 AM, said:
I've found that what usually happens is the team that does a better job of NASCARing wins, then the guys that insist upon putting hamster wheels hooked up to turbines into their mechs instead of actual engines whine about the environment rather than adapting to it.
So True, they played better, even used the supposed to be bad Nascar to win.
And when the Assault mechs are LEADING the NASCAR thats a telling story
Resistance to adapting to NASCAR makes using NASCAR against opponents so much easier.
By all means resist, make that firing line
But you all gotta do it or none (if none follow the nascar)
50:50 and you gonna lose
Maybe they just played better
Edited by OZHomerOZ, 31 December 2018 - 08:18 AM.
#36
Posted 31 December 2018 - 08:29 AM
#37
Posted 31 December 2018 - 10:03 AM
Wintersdark, on 25 October 2014 - 04:22 PM, said:
But, yeah, it's an annoying way to play. Won't change as long as it works, though.
You can play a fast mech, and thus contribute to winning, or a slow mech and probably die uselessly. Not great options.
Game mode doesn't help either: As much as players liked to deride Conquest to being a circle-racing simulator, that happens in Skirmish as well. If anything, it happens the least in Assault, but still does happen there.
No it doesn't work, not by a long shot because there is no way to know before a match, which team is going to have the slowest mechs. By engaging in the Nascar your just leaving it up to pure chance if your team is going to win or not. In fact most of the time when a team decides to counter rotate, balls up and engages the enemy with full support of their light mechs covering both flanks, they end up in the superior position and win. However, since it is damn near impossible to predict when or if this might actually happen if your playing a slower mech, you HAVE to anticipate having to NASCAR and do everything in your power to stay ahead of it which just adds fuel and momentum to the rotation. Thus the same old, FAIL of a tactic perpetuates over and over and over and over, time and time again.
Honestly, I don't get it, NASCAR is such a fail tactic that it makes no sense whatsoever. Time and again see one side or the other rotate just for the sake of rotation and watch as either my team or the enemy will rotate out of perfect firing positions with great, protected fields of fire, out into open terrain with no protection to be slaughtered like fish in a barrel. In all the team based games I have played like this, the sheer lack of the majority of players using anything even approaching "tactics" is mindboggling.
Edit: Honest the NASCAR is mostly due to poor map design if you want to get right down to it. Damn near every map has some large, dominating, central feature that ends up being the focal point of every battle. If PGI would stop with this stupidy and give us maps that allowed for unrestricted approaches from all angles and no dominating terrain feature to fight over we wouldn't have near as much NASCAR. Also having multiple cap point spread out all over the map that only awarded points if you had a mech standing on the cap point, would make it so mechs had to disperse and attack/defend multiple points and would break up both the NASCAR and Death Ball. Just something to think about anyway.
Edited by Angel of Annihilation, 31 December 2018 - 10:10 AM.
#38
Posted 01 January 2019 - 11:29 AM
Angel of Annihilation, on 31 December 2018 - 10:03 AM, said:
We have that map, it's called Polar Highlands. IMX, the community is not wild about it.
#39
Posted 01 January 2019 - 11:37 AM
i always makes sure to give the assaults some company, and since i play mostly lrm support it helps
#40
Posted 01 January 2019 - 12:59 PM
So Im in a light and I move right to try to get on the flank and either back stab or drop some arty strikes on them.
Why do the nuff nuff's in there 64kph mechs try to follow me.
Do you really expect me to not to try to get on the flank, should I stand in the middle and trade shot out of my range.
Nascars get stomped when dum slow mechs try to follow the fast and lights instead of getting to a good position (with the rest of fatties) and stopping the opposition cold. Then they get hit from two side and get rolled.
this is why Assassins and piranhas get so many kills on slow mechs running in circles. Only the last mech turns to fight while the rest of the team keeps going in the circle leaving it to die.
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