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To The Victors



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#581 The Boneshaman

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Posted 24 November 2014 - 12:56 AM

74 matches and I finally got it now its way past my bed time will be a ruff day at work in the morning. its 1:55 AM

#582 Lunatic_Asylum

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Posted 24 November 2014 - 01:00 AM

View PostUltragen, on 24 November 2014 - 12:42 AM, said:

1. People detonating themselves just to avoid giving a point to the enemy. That is bad, very bad. Even if you do not have any weapons left, you are still an asset to your team, you are still one extra red triangle to your enemy's hud, you can even ram someone. Die with dignity. After all, especially in PUGs, the enemy team members can and will be allies in the next matches, so, why break their game? Now, if you have weapons left and you overheat to death, that is lame...


You should have taken screenshots and sent them to the support email! Overheating oneself on purpose is a violation of rules of the game.

#583 The Great Unwashed

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Posted 24 November 2014 - 01:10 AM

It will be very tricky to prove that someone willfully overheated or used override to die in a blaze of glory... if it was the latter, then denying a point to the enemy is an added bonus...

Edited by The Great Unwashed, 24 November 2014 - 01:10 AM.


#584 Ultragen

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Posted 24 November 2014 - 01:11 AM

View Postlunticasylum, on 24 November 2014 - 01:00 AM, said:

You should have taken screenshots and sent them to the support email! Overheating oneself on purpose is a violation of rules of the game.


Didn't know that. Now I do, thank you. Will have it in mind on next event :)

#585 Ultragen

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Posted 24 November 2014 - 01:15 AM

View PostThe Great Unwashed, on 24 November 2014 - 01:10 AM, said:

It will be very tricky to prove that someone willfully overheated or used override to die in a blaze of glory... if it was the latter, then denying a point to the enemy is an added bonus...


Being in the center of Terra Therma, in lava, shooting alphas on the ground with override engaged is enough? (now, if only I could get a screenshot of that :P )

Now, for that case you mention, I am all in with you. That would be an honorable death.

#586 Telmasa

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Posted 24 November 2014 - 01:16 AM

I was able to get the Victor after the first day....


....mostly because I already had a mastered Kit Fox. And a Dire Wolf, I suppose.


I hope you all don't lynch me for confessing that I sold it and the XL engine after getting the basics. Just couldn't find any mech I'm interested in that I would ever potentially use the XL350 on as opposed to an XL275 or XL300.

The Victor itself feels like an 80-ton Atlas that, with an XL engine, can move a little faster (even though you can fit an STD300 instead of the XL350 without much of a trade-off). Not really a bad mech, but didn't leave much of an impression on me - and with no quirks for any of the variants, there were no special reasons for me to keep/play it as opposed to my other mechs.


Triple AMS + ECM, along with shooting all those UAVs down, against the hordes of mickey-mouse-missile builds (seriously, builds with nothing but small lasers and LRMs on timber wolves and victors and hunchies and so many others, just WTF?), I was able to get a good streak of wins going.


Trying to do so with anything else was...painful, to say the least. If not for having both dual gauss and an LRM rack as part of the armament on my Dire Wolf, I don't think I'd have had a good streak in that either.


Having the new map's frequency turned up in the map rotation was a mixed bag, too - I felt like it was really fine left 'normal'. It's a great map, don't get me wrong - but absolutely TERRIBLE for trying to share kills, stay alive, and assist each other...so many nooks and crannies that break line of sight, I've seen entire teams walk past each other less than 50m away and not see each other til the last mech.


And yeah, the artillery spam jumped up quite a bit in the solo qeue. Absolute hell for me while basicing out my Stalkers.


It was a surprise to see how many players were trying their hardest to share kills and work together - I found myself apologizing often for when I either forgot or missed a leg and hit the CT instead and wound up with more than the requisite 1 kill. I thought that was pretty cool to see.

So, personally speaking, happy with the challenge - the pain and grief comes from other factors.


Things I'm perceiving lately (not that it's appropriate for this thread per se, but I'm too lazy to make new posts):

- Hit registration is till sometimes ponderous/iffy/weird/buggy/etc., especially on mechs that are moving at high speeds

- Quirks are definitely OP when they add up to more than a ~25% buff; i.e. Wolverine/Dragon double-AC/5 builds now with insanely high DPS (I'm too lazy to look up the specific variants, I'm sure you can figure it out)

- Spiders and Firestarters are broken, easy-mode mechs, especially with the SPL/MPL/ML quirks on the Firestarters

- Mist Lynxes are worse than Locusts - very limiting space for weapons thanks to fixed jump-jets, almost useless soon as either arm pops off...but it's very hard to hit, and it *does* bring BAP and/or ECM that is very difficult to hit and can get anywhere quickly

- Ice Ferrets are not easy to do well with, from what I've watched in spectator mode (usual story of Jump Jets limiting tonnage that could be very useful elsewhere)

- AMS helps *somewhat*, doesn't seem to justify the tonnage for it & ammo; not sure whether modules help much or not

- Almost everybody using a K2 just uses the ballistics quirk to just make using dual gauss/AC/20 that much "better" (putting ballistic slots in the CT just would be too easy when it comes to fixing that mech, huh?)

- There's a LOT of players turning their Stormcrows and Timberwolves into "laser-barf" builds (4ERML+2ERLL/LPL/ERPPC), with only a few actually succeeding at using it as a min/max PPLFD-alpha mech; overall I'm fine with it - remarkably enough as it might be to say, it just seems like an interesting alternative that has its benefits and drawbacks, compared with the LRM-boaters, gauss/ppc 'meta' builds, or all-out brawler builds.

- Atlases could use some quirk lovin' to continue being competitive as 100-tonner mechs. Just my personal opinion.

- Still don't think I've seen a single Quickdraw anywhere

Edited by Telmasa, 24 November 2014 - 01:19 AM.


#587 Saobh

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Posted 24 November 2014 - 01:29 AM

What I also liked is that in normal PUG matches outside of this event when after 2 minutes in the match you have one DC (an atlas of course...) and 2 killed the match is pretty much done for. And yet with this challenge and out team having nothing too loose we all put our game on while the enemy team probably felt a bit too reassured on their win and lost concentration, and we stomped them 12-3.

In the time of a week end I've had many more memorable matches (win or loose) then I've had in a month playing otherwise.

And for all those who didn't reach the 20 points, I can understand the frustration (tho come on, on a leaderboard event only the 10 best first get the juicy prize while here I'd guess a lot many people got their points) but also consider how much c-bills the premium time gave you.

#588 Apocryph0n

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Posted 24 November 2014 - 01:33 AM

View PostTelmasa, on 24 November 2014 - 01:16 AM, said:


- Ice Ferrets are not easy to do well with, from what I've watched in spectator mode (usual story of Jump Jets limiting tonnage that could be very useful elsewhere)



What? If Ice Ferrets actually had any JJs they would be a lot more deadly. (Unless that gets taken from their non-existing weapon tonnage)

Ice Ferrets don't have JJs, but most of the mech is actually its oversized engine.

#589 Rose Scented Love Puff

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Posted 24 November 2014 - 02:27 AM

This challenge was a no go for me. Getting the prem time was easy. Kills and assists easy, I've never had a problem with that. Survivability was the hardest thing about this for me. Depending on the map, the mech I'm in, and usually...the general flow and actions of the pilots around me...I play aggressively and will often exploit situations as they arise.
The problem with this challenge was too many people hanging back (with limp members, so it would seem) in order to try and survive. There were so many matches I was in where our side was utterly smashed because of apprehensive pilots.
I'm a dad with kids and I don't have the time to spend my whole weekend in front of a screen, so it became apparent pretty quickly that I wasn't going to complete this challenge. Good on you to those who did.

#590 Maaxxx

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Posted 24 November 2014 - 02:31 AM

I just made it.
It only took me 53 games :mellow:

#591 eFTy

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Posted 24 November 2014 - 03:14 AM

54 games, still need 6 more points. This is the most frustrating challenge yet. I've had loads of games where I killed and did damage but team lost, and games where I did loads of damage but got all kills... secured.

I've even solo killed assault mechs (in my WVR) and still had people accuse me of stealing their kills too.

And btw, this challenge does NOT promote teamplay. Requiring survival has people lined up to take the furthest back position. Nobody spots, nobody targets, nobody wants to risk anythign to help the team, because if they die, they don't get the point so they don't care...

Edited by eFTy, 24 November 2014 - 03:23 AM.


#592 Codestar

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Posted 24 November 2014 - 03:23 AM

Hi,

PGI don't do this challenge again. The challenge ruined teamwork. Once a player has a kill they disappear. Everyone is playing odd. Brawling is not happening. If the kill count counted for 1 = 1 point, 2 = 2 point, 3 = 4 points, 4 = 8 points then the matches may have been more aggressive (maybe). The number of games were my team go 2-3 kills ahead and then the team goes awol to try and survive until the end and we lose. I will play again on Tuesday when this nonsense is done with.

Cheers

Codestar

#593 Al Mageddon

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Posted 24 November 2014 - 03:35 AM

Hi,
although I had a hard time completing th challenge I have to admit I enjoyed it a lot. The survival factor added a lot to strategic gameplay and the general layout encouraged communication between players. To make thinges even better I'd suggest a system which rewards assists even if a player fails to get his kill.

Valid win: 12 points
Kill: 10 points
Assist: (most damage dealt) 3 points
Simple assist (any other amount) 1 point
Tag/Narc damage should be divided between the Tag/Narc-supplier and the LRM-owner involved.

Just a suggestion

Cheers

Al Maggedon

Edited by Al Mageddon, 24 November 2014 - 03:39 AM.


#594 quackychief

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Posted 24 November 2014 - 03:48 AM

I think the proper formula for this challenge, would to make staying alive worth 5 points, if you die and achieve the remaining win objectives you get one point. Then make the points you have to achieve the challenge 60-80 points. At least this way you reward the players who stay alive, but yet the players who do get 4-5 kill and 700 damage and die still get 1 point. It really does suck when you play well but die and get nothing. It also might make for better teamplay

#595 Rushin Roulette

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Posted 24 November 2014 - 03:50 AM

Thank god those games are over... That was by far the most frustrating challenge to date.

Coping with the Lemmings and Zombie players (the ones runnign around searching for a lost brain) is normal, so that is expected... however to those who went in for the killsteals even after they had multimple kills already is just being greedy. I was up and ready to shoot throug a few of their backs after this happened 5 times in a row (I opened someone, the killstealer jumps over me and lands infront of me to take the kill (As mentioned they already had a kill earlier in the match).
What is the point of that? You got your points, leg the opponent, remove the arms and leave the final kill to someone else so that they also have a chance at getting the full 20 points (unless your team is currently losing of course).

After all that being said, I played mainly with the Founders Catapult (LRM W***e). mostly switching between back row when locks were available or front row if no locks were available so that I could lock myself or (send up a UAV before retreating back again). 2nd Mech (just about 50/50 split in games) was the Med Pulse Wub-bolt as a pure hit and run brawler and finisher. I must say though, that I had much less problems with the incomming LRM than expected while playing the TBolt... mainly because I always kept in mind that cover should be close or I just took the long way around to their backline Assault LRM boats which were easy killings due to their XL engines (Still makes me wonder why anyone would want to sit in the back line with an Assult leaving their own team to die while complaining about locks being only held for a second while the frontline is doing everythign they can to spread the damage by torsotwisting).

#596 it1uk

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Posted 24 November 2014 - 04:14 AM

I gave it a go but dont have the time to play so many games. Im at 58 games and scored 14 points so still need another 6. The surviving part is the biggest problem for me, can get the kills and the assits easy enough.

Its been frustrating trying to get the points, everyone is being so defensive so a load of the matches just stalemate so your hanging around for the best part of 15mins and the rest are washovers and its down to pure luck if you win and survive.

Would have been nice to get the victor but its not a real problem as i already have the XL350.

#597 BladeXXL

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Posted 24 November 2014 - 04:24 AM

It's not the fault og PGI if some guys retire after making a kill!

This way those guys lost the game and got nothing. ^^

My way way much easyer. I was trying to take out as much as possible - so my team felt superior and had to play more greedy to pick up a kill ... this way there were a lot less chickens running in the second line.
Playing conquest we tried to run as a blop - picked some cappers out and after a kill domination all we had to do was split, cap and grab the resistance. ^^

#598 LiGhtningFF13

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Posted 24 November 2014 - 04:27 AM

The rules of the current challenge are still very questionable from ym point of view. These rules have serious impacts on the battlefield/ingame. Already had countless matches were my PUG's don't dare to leave cover, because they simply were scared of dying and no one took the lead. And if you don't move you are dead here in this game.

#599 SolidSnack3

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Posted 24 November 2014 - 04:29 AM

Woof, this one was tough.

I did wind up getting the victor, which should be nice. Honestly, if I didn't have the premium time, I might not have made it.

The lopsided losses often were tough to handle, when you get a disconnect as well, it's very hard to survive those matches, or any others where your teammates do not provide quality.

Played mostly in mediums and it was difficult to stay alive often, especially when it is for the good of the team that you trade your mech for an assault, or go 2 or 3 for 1. Anyways, got there eventually, was somewhat frustrating along the way, but the premium time made it for a smoother ride and I was able to pick up a lot of cbills and gxp along the way. I think I needed around 98 matches to do it (if my counting is correct)? Victor looks nice though, will try it out sometime next weekend.

Hope everyone made it to their goal!

#600 Mattiator

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Posted 24 November 2014 - 04:30 AM

9 points in five hours, but I think I'll pass on getting the rest. I don't want to burn out on these weekend events.





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