Nascar!
#1
Posted 25 October 2014 - 04:16 PM
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.
#2
Posted 25 October 2014 - 04:22 PM
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.
#3
Posted 25 October 2014 - 04:29 PM
Yeah, my Hunchbacks do 64.8kph before speed tweak and my Atlas does 48kph, what of it?
When I buy a Raven it's going to do ~97kph too, none of this ~140kph+ crap.
I'm playing Stompy Robots Online, not Bipedal NASCAR Online.
#4
Posted 25 October 2014 - 04:30 PM
I understand that having a larger engine allows me to get out of certain situations faster and has a better cooling rate than smaller ones but I prefer only using Standard Engines over XL Engines simply because my aim rate when running is worse than when I'm walking around 81kph or less.
There's a big differerence between having a fast 'mech and having a better end battle outcome than the rest of your team and having a fast 'mech and keeping your assaults/fire support alive by helping to fight against the opponents' fast 'mechs.
Piloting a 'mech that travels slower than 100kph isn't a "die uselessly" mark as much as it is being left behind to die 'cause everyone is out for themselves.
We just need to drill it into the minds of more pilots that the act of leaving your team behind in hopes that your end battle readout will be better than the rest of your team is rather pointless as it just makes you less of a team player in the eyes of other pilots.
Wintersdark, on 25 October 2014 - 04:22 PM, said:
You can play a fast mech, and thus contribute to winning, or a slow mech and probably die uselessly. Not great options
#5
Posted 25 October 2014 - 04:48 PM
#6
Posted 25 October 2014 - 05:39 PM
Lights: 100kph
Mediums: 100kph+ (Ice Ferret 140kph)
Heavies: 90kph
Assaults: 90kph (Gargoyle)
A real NASCAR team.
#7
Posted 25 October 2014 - 07:39 PM
#8
Posted 25 October 2014 - 07:59 PM
Tried organising a team of 12 to do more than just blob up and run? ...Exactly.
Even "competitive" teams don't bother because it's too much effort, half the time TS is there for friendly banter and trash talk and why do anything more than what works 90% of the time?
There's rarely a challenge that warrants actual tactics & teamwork in response and until recently with Rewards 2.0 pretty much every challenge and reward in game was based off of individual performance.
Until now the entire infrastructure of this game was based off individual players. Teams were just groups of individuals who gathered together and more often than not gained advantage through exploiting holes in the game mechanics above actual teamwork.
So it stands to reason that the height of form created by competition is blob up and swirl, if my turds can do it I don't exactly consider it "Competitive" just a crap system.
BUT
Rewards 2.0, PUG lances grouped by weight class, CW around the Corner, Planets at stake, Dropships and attack and defend game mode.
Things be changing for the better and hopefully soon we'll have a command wheel, more team based bonuses and improvements to the lance system that will encourage a higher level of tactical play more regularly.
Once that becomes more regular then it becomes a lot easier to overcome an enemy that does the same thing 90% of the time...
Except in that world they won't be doing that 90% of the time and lo' you have much more of the maps being used and much more of a thinking persons shooter.
#9
Posted 25 October 2014 - 08:13 PM
#10
Posted 25 October 2014 - 08:32 PM
#11
Posted 25 October 2014 - 08:36 PM
Mechwarrior Buddah, on 25 October 2014 - 08:13 PM, said:
that is pretty much it, about half of the maps could have a racing circuit layout on them in a different game
which would be an interesting solaris style game-mode idea :
Lolcust race!
#12
Posted 25 October 2014 - 08:42 PM
#13
Posted 25 October 2014 - 08:57 PM
3rdworld, on 25 October 2014 - 08:42 PM, said:
i've heard "circle left" as a plan of attack....as in "lets play nascar" as if it were a winning stratagy. when you notice the other team is playing nascar, yeah, circling behind them is a good thing if you have any speed advantage. if you don't have a speed advantage, or worse yet, you don't KNOW....its bad because they could sweep back around and catch your slow movers before you get to theirs.
the whole problem with the general idea of it is that the faster mechs end up at the front, and the slower mechs end up at the rear strung out and by the time the front of one team gets to the back of the other, its too late to say hey turn around and you're already down a assault mech. best thing to do once you notice you're playing nascar is turn around or step out of the track, and set up an ambush of sorts.
#14
Posted 25 October 2014 - 09:35 PM
3rdworld, on 25 October 2014 - 08:42 PM, said:
KamikazeRat, on 25 October 2014 - 08:57 PM, said:
the whole problem with the general idea of it is that the faster mechs end up at the front, and the slower mechs end up at the rear strung out and by the time the front of one team gets to the back of the other, its too late to say hey turn around and you're already down a assault mech. best thing to do once you notice you're playing nascar is turn around or step out of the track, and set up an ambush of sorts.
It's not that pressing an advantage is a bad thing.
It's that blobbing and swirling is even able to be considered an "advantage" in most cases. Bit dull in terms of gameplay.
Edited by Sadist Cain, 25 October 2014 - 09:41 PM.
#15
Posted 25 October 2014 - 09:39 PM
Sadist Cain, on 25 October 2014 - 09:35 PM, said:
It's that blobbing and swirling is even able to be considered an "advantage" in most cases. Bit dull in terms of gameplay.
one of our guys had the idea to use squad commands... however more than half of us were drunk. Hence why funny games happen XD
#16
Posted 25 October 2014 - 09:55 PM
Mechwarrior Buddah, on 25 October 2014 - 09:39 PM, said:
one of our guys had the idea to use squad commands... however more than half of us were drunk. Hence why funny games happen XD
friends don't let friends drink and MWO.....wait screw that, friends MAKE friends drink and MWO.....makes you not care about all the tryhards and whiners...lol
#17
Posted 25 October 2014 - 10:21 PM
the line I type the most is "don't run off"
Edited by Davegt27, 26 October 2014 - 01:24 PM.
#19
Posted 26 October 2014 - 06:53 AM
Why spawning in Alpha Lance (by the dropship) on River City in a Dire Wolf sucks so damned much.
At that point, I just say "screw it" and dig in. Sure as hell not running away.
Edited by Pariah Devalis, 26 October 2014 - 06:54 AM.
#20
Posted 26 October 2014 - 10:41 AM
Wintersdark, on 25 October 2014 - 04:22 PM, said:
No offense but that's a really stupid strategy. It's easily beaten by doing 1 partial circle and stopping at the best terrain point.
And then you wait for them to come to you because that gives you the advantage.
Nascar is only a viable strategy for people who are either too stupid/bad/lazy/impatient to learn how to effectively poke and not take a beating.
Most of the maps have 2-3 spots where if you camp and wait you have vastly superior cover and vision and you will win against most assaults on that position. Every map has at least 2 places where you can camp and there are really only 2 'viable' attack angles.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users