#581
Posted 24 November 2014 - 12:56 AM
#582
Posted 24 November 2014 - 01:00 AM
Ultragen, on 24 November 2014 - 12:42 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.
#583
Posted 24 November 2014 - 01:10 AM
Edited by The Great Unwashed, 24 November 2014 - 01:10 AM.
#585
Posted 24 November 2014 - 01:15 AM
The Great Unwashed, on 24 November 2014 - 01:10 AM, said:
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
Now, for that case you mention, I am all in with you. That would be an honorable death.
#586
Posted 24 November 2014 - 01:16 AM
....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
Posted 24 November 2014 - 01:29 AM
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
Posted 24 November 2014 - 01:33 AM
Telmasa, 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
Posted 24 November 2014 - 02:27 AM
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
Posted 24 November 2014 - 02:31 AM
It only took me 53 games
#591
Posted 24 November 2014 - 03:14 AM
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
Posted 24 November 2014 - 03:23 AM
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
Posted 24 November 2014 - 03:35 AM
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
Posted 24 November 2014 - 03:48 AM
#595
Posted 24 November 2014 - 03:50 AM
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
Posted 24 November 2014 - 04:14 AM
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
Posted 24 November 2014 - 04:24 AM
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
Posted 24 November 2014 - 04:27 AM
#599
Posted 24 November 2014 - 04:29 AM
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
Posted 24 November 2014 - 04:30 AM
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