Jman5, on 05 November 2014 - 04:57 PM, said:
You see this sort of blame-game coming from a lot of assaults particularly direwolves who would like you to believe that they are physically incapable of keeping up with a standard slow-push. I get told I simply don't get it since I play a hunchback, so let's load up the trial dire-wolf and look at a common situation of assault-angst: The River City Skirmish spawn by the Boat.

Spawning there let's see how long it takes to get to the citadel bend at d4 in a direwolf without speedtweak.

About 1 minute +/- 10 seconds in the slowest mech without speed tweak.
Let's look at where you typically see players that spawn by the boat at the 1 minute mark. This is a real world game where our banshee buddy is taking his first shot at the direwolf.

Wow, he's only gone about half the distance we did in our test and he probably has speed tweak too.
As you can see there can be a huge difference in distance covered by just moving a little more efficiently. Also never forget that you are an assault pilot weilding a ridiculous amount of firepower. Sure, I may be able to get a few shots on you, but you've got a 60 damage alpha to answer back as you move. Too often people seem to either stop and shoot, or just straight up die without firing a shot.
So next time you load up your big-bad-direwolf and you find yourself in a tricky spawn, don't just give up and say it's impossible. Think about how you can get to where you need to be faster.
And stop blaming your team for leaving you behind.
what about the following: your team does not have ecm, and 30seconds of your journey is an adventure in the open rain consisting of a few hundred missiles.
Same can happen to you when you spawn in the very southern point of caustic.
The decision to go there over the open water is extremely risky, becazse you don't know what the dice gods decided to place into the opponent team makign this exposed time a luck based death of alive experience.
Also his reroute he took is porbably clever, because hes further away from the opponent at this route, making LRM's probably being out of range. MWO is not a A to B speed race its an get safe from A to B challange.
generally in that situation the other lances should try to gather at the assaults and brawl their way clockwise, which is harder than counterclockwise, but probabaly less luck based.
Edited by Lily from animove, 06 November 2014 - 05:31 AM.