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We Need A Way To Make Pugs Shoot Objectives.


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Poll: Should damage done to generators and turrets count to your damage total? (114 member(s) have cast votes)

Should damage done to generators and turrets count to your damage total?

  1. Yes. (107 votes [93.86%])

    Percentage of vote: 93.86%

  2. No. (7 votes [6.14%])

    Percentage of vote: 6.14%

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#1 Cementi

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Posted 27 December 2014 - 10:59 AM

Im not gonna sit here and pug bash however I do avoid solo puging CW and in general only drop in CW matches when I have at least 2 allies on teamspeak. However it is distressing how many matches are lost for no other reason than people refuse to shoot objectives and turrets in favor of mech targets as their loyalty is only to their cbill wallet and they could care less about CW progression.

This NEEDS to be fixed and I think the way to do it would be to have damage done to generators and turrets count to your total damage and thus your cbills as it seems unfair for someone to go to the work of shooting these and not get credit unless they get the killing blow. Not sure but I do not think there is any sort of reward for hitting generators.

I would like alot of adjustments done to turrets themselves but that would be off topic.

So anyone else have any ideas, or support this one.

#2 Dirty Starfish

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Posted 27 December 2014 - 11:55 AM

Hell, make them count double! We'll all be sprinting to the generators in no time!

#3 EvilCow

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Posted 27 December 2014 - 11:59 AM

Good idea, way too many gatewarriors in CW...

#4 LordKnightFandragon

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Posted 27 December 2014 - 12:18 PM

Should damage to turrets and objectives count? absolutely. Maybe 3x the points for shooting objectives than shooting mechs. Afterall, your there to destroy the ODG and its support buildings.

Personally I think the gate generators should be made more accessible, or there should be more ways to shoot at it. To counter that, buff its health by 100%.

#5 Catra Lanis

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Posted 27 December 2014 - 12:40 PM

I don't think credits are the sole reason. It's very easy to be tied up on your way to the generators, when someone attack you you shoot back to defend yourself and forget your real objective. The human brain is wired that way. I don't think it's a good setup right now where you are basically asked to suicide sprint to a place, igonring everybody shooting at you and just hope you don't eat dirt a few metres from the finish line.

#6 Dracol

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Posted 27 December 2014 - 03:32 PM

Our Drop Commanders in CI have to constantly say "keep moving, get to the objectives". It is easy to get caught up in the moment and engage an enemy in the heat of the battle.

#7 C E Dwyer

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Posted 27 December 2014 - 03:42 PM

give them x5 xp for generators and it still won't make a damn of difference in PUGS.

You need a person willing to risk abuse and try to get it working as a team, and for the rest to obey the instructions, even them 2 or 3 will hang back in case they get paint scratched

#8 BourbonFaucet

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Posted 27 December 2014 - 03:47 PM

View PostCathy, on 27 December 2014 - 03:42 PM, said:

give them x5 xp for generators and it still won't make a damn of difference in PUGS.

You need a person willing to risk abuse and try to get it working as a team, and for the rest to obey the instructions, even them 2 or 3 will hang back in case they get paint scratched


You also have to make that abuse worth it. Make shooting the defenders also worthwhile, and the PUGS can go for the defenders while the groups go for the generators.

#9 luxebo

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Posted 27 December 2014 - 04:59 PM

We also need a way to push to the objectives. I'm a little annoyed of games that we can't even break the gate.

#10 Screech

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Posted 27 December 2014 - 05:12 PM

I find typing out things I want/need works about 90% of the time. Seems fairly easy if you put the effort into it not sure why people seem ignore it.

#11 Cementi

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Posted 28 December 2014 - 01:11 AM

In the grand scheme of things I would prefer a redesign of the entire gate system. Something with ramparts that force the defenders to actually expose themselves somewhat to defend their gates. Have the objective to simply shoot the gate instead of a generator behind it (sorry still trying to wrap my head around spring loaded gates that open when power is cut, seems counter intuitive).

I personally do not like how on Boreal Vault a group of snipers can sit back in the middle of the map and snipe people on either side from one position. On top of that the way the generators on that map are attackers are forced into a VERY cramped area to even be able to open the gates. As a defender sniping people shooting the generator you almost cannot miss.

Sulphorus Rift on the other hand the generators are exposed and you can shoot them from many differnt spots so that defenders cannot easily focus fire. The down side is this map has few areas for defenders to get up by the gates to get actual shots on the attackers.

Its almost like the two maps are almost what I would like to see. Sulphorous Rift needs somethign for defenders to more easily fire back and Boreal Vault needs something so that Defenders have to work a little harder.

Either way, turrets and objectives need to give people more credit and not just the pilot that gets the final shot.

#12 G SE7EN7

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Posted 28 December 2014 - 02:20 AM

Ditch the gates.
Really the game doesnt start til they are open, just have an aplha/beta/gamma turret that flashes to let the defenders know which side is under attack. After the first wave it rarely matters anyway, we just wait to see where the mechs are pouring in.

#13 Tarogato

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Posted 28 December 2014 - 02:21 AM

/signed.aasdf



asdf
Hwat!

Herein you will find the list of all currently FRR aligned units. This includes FRR-loyalist units and mercenary units. The Official Government of the FRR, the Riksdag, encourages all units fighting for the FRR to register here. It will allow the FRR to better coordinate our efforts and enlighten newcomers to the FRR and her organisations.




᛭ᚸ᛭ FRR LOYAL UNITS ᛭ᚸ᛭

These are units who spend almost all of their time in the FRR and maintain involvement.




Posted Image The RoyalKungsArmé Reserve
The RoyalKungsArmé is foremost a coalition of major loyalist FRR units, founded initially by [ISEN], [2323], [MJ12], and [SoR]. The RoyalKungsArmé Reserve is a place where beginners, lonewolfs, and solo puggers can gather to receive training and group drop opportunities from various units before moving on to join an established FRR unit. The RoyalKungsArmé Reserve currently exists under multiple in-game tags: [RKA], [RSRV], and [-S0-].

Timezone: all
Contract: various
Unit Size: it's complicated
Teamspeak: frrhub.ddns.net:9725 ||| pw: Dragon
Website: forum post/overview // more information
Contacts: crustydog, Duke Einholt, Mech The Dane, Theaus, Mercier
Last updated: Dec 2015

Posted Image [ISEN] Isengrim
Beyond the rim of darkling sky
where no house-born dare to fly,
In the empty void as deep as night,
There burns one ember flaring bright.

Forged of Iron and grimly wrought,
Knowing battle and bravely fought,
In olden ways they pick the best,
Each thegn proven by bloody test.

No room for weak or craven fold,
Only the willing and proven bold,
Heroes alone may boldly bare,
The Isen banner of bright declare.

Timezone: NA & AUS
Contract: Permanent FRR.
Unit Size: ~30 active
Teamspeak: frrhub.ddns.net:9725 ||| pw: Dragon
Website: www.waesir.com/hall
Contacts: Mech The Dane, Tarogato, Scurro
Last updated: Dec 2015

Posted Image [2323] 2323 Reggies
2323 Reggies is a NA Time Zone, English speaking, Semi-Competitive unit focused on Community Warfare with it's primary rule being "No Drama". We like to have fun and win in CW. Our homeland is FRR but we do go on rotations occasionally in order to get those juicy CW rank bonuses for our members.

Timezone: NA (CST)
Contract: FRR permanent (with occasional rotations)
Unit Size: ~30 members (25 active)
Teamspeak: frrhub.ddns.net:9725 ||| pw: Dragon
Website: 2323Reggies.com
Contacts: Lord Creston, Duke Einholt, BitXer0, Divase
Last updated: Dec 2015

Posted Image [1stH] 1st Hussars Remnants
Mostly casual unit with competitive elements.

Timezone: All
Contract: Permanent FRR, very limited outside FRR.
Unit Size: ~100 active
Teamspeak: frrhub.ddns.net:9725 ||| pw: Dragon
Website: http://1sthussars.enjin.com
Contacts: Pestolent, Pando Box, Starwolf1991
Last updated: Dec 2015

[-S0-] Sons of Odin
About: unknown

Timezone: unknown
Contract: Permanent FRR.
Unit Size: unknown
Teamspeak: frrhub.ddns.net:9725 ||| pw: Dragon
Website: none
Contacts: Theaus
Last updated: Mar 2015

Posted Image [SoR] Skjaldborg of the Rasalhague
We are a FRR-loyal mercenary unit. We are lead by an elected council. Our focus is on fun group drops and CW. Being aggressive and "punching 'em in the ****" is our preferred tactic.

Timezone: EU (GMT), NA
Contract: Permanent FRR.
Unit Size: ~30 active players
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Contacts: Boombuni, Tevnor
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[MJ12] The Majestic 12
About: unknown

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Contract: Permanent FRR.
Unit Size: unknown
Teamspeak: frrhub.ddns.net:9725 ||| pw: Dragon
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Contacts: Colosos, DAEDALOS513
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Posted Image [BVNJ] 1st Blue Vengeance Naglfar's Journey
Blue Vengeance is a German-speaking unit. We are somewhere between casual and competitive. We have regular 12 man training drops and try to keep our edge, but we don't take ourselves too serious, or better, we don't take ourselves serious at all. ^^

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Posted Image [5thD] 5th Drakøns
We label ourselves as Competent, not Competitive. We don't get tryhard about the game, but we do take things seriously when it comes to 12 mans, or especially now with CW out. We have a TS, a Steam group, and made a Subreddit. Contact one of us if you wish to apply.

Timezone: NA (EST)
Contract: Permanent FRR.
Unit Size: ~15
Teamspeak: unknown
Website: reddit.com/r/Yggdrasill
Contacts: Vhetra, Veralas, KVLTCLUTCH, Do I Care, SBDNinja
Last updated: Dec 2015

Posted Image [OMC] Oceanic Merc Corp
Casual/competitive unit based in Oceanic Area. Our goal is to bring a tactical, positional style to the table that caters for the calm, deliberate players as opposed to the standard murderball rush teams.

Timezone: Oceanic/AUS (between GMT+8 and GMT+12)
Contract: Permanent FRR (move around for mechbays. but we always come back to FRR)
Unit Size: ~50 active (~10 CW)
Teamspeak: TS.OMCMWO.COM
Website: http://omcmwo.com/
Contacts: live1991
Last updated: Dec 2015

[-RH-] Royal Harriers
The Royal Harriers is a small unit consisting of IRL friends. We are a group of fairly competent players aimed to kick some clanners butts in CW. We are loyalists to the core. We do have an addiction to extreme mech builds, like quad UAC/5 JGM-DD. We like to try builds beyond meta, and only own Inner Sphere mechs.

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Contract: FRR Permanent
Unit size: 3 active (9 members)
Teamspeak: frrhub.ddns.net:9725 ||| pw: Dragon
Website: n/a
Contacts: EldenLance

[325] 325th Marine Speditionstyrka
Unit is comprised of 7 friends in Spain (In Tarragona a city of Catalonia). So we are Castellan speaking, and as a unit we are unable to communicate in English.

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Website: n/a
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Last updated: Dec 2015

[FRIR] Free Rasalhague Irregular Militia
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Timezone: NA / all
Contract: Permanent FRR.
Unit Size: ~12
Teamspeak: frisianfaggots.typefrag.com
Website: unknown
Contacts: Sandersson Jankins
Last updated: May 2015

[TPI] Reaper's Wraith
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Timezone: Australia (UTC+8)
Contract: Permanent FRR.
Unit Size: 6+
Teamspeak: unknown
Website: unknown
Contacts: Bendeximo
Last updated: Jan 2015

[HWC] Haven Wolves Company
We are casual but not afraid to get our hands dirty in some nefarious way if necessary. Active mostly 16:00 - 12:00 GMT.

Timezone: GMT+2
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Unit Size: ~6
Teamspeak: unknown
Website: none
Contacts: Onigami, Furball42, ShadowedR
Last updated: May 2015


᛭ᚸ᛭ FRR MERC UNITS ᛭ᚸ᛭

These are units that frequently visit the FRR, but are mercenaries first and foremost.




[ASE] Aseveljet
ASE is an English speaking Finnish/euro merc unit, we usually stick with FRR when we are playing IS.

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Contract: details unknown
Unit Size: 120
Teamspeak: Invite only
Website: http://mwo.aseveljet.net/
Contacts: jasmu, Troopie, VXJaeger
Last updated: Dec 2015

Posted Image [VRGD] Varangian Guard
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Contract: unknown
Unit Size: ~54
Teamspeak: ts.vanguard.ru
Website: unknown
Contacts: FightFox
Last updated: May 2015

Posted Image [PHL] Phoenix Legion
If you need support in attacking or defending please send a PM to one of the Contacts. I will post our TS data later on for direct support requests. Our online times are usually between 19:00 and 24:00 hrs (CET) daily. During the weekends also during daytime. We currently field enough players to have multiple 12-man-games every evening.

Timezone: CET (UTC+1)
Contract: constantly moving
Unit Size: 140+
Teamspeak: unknown
Website: www.phoenix-legion.de
Contacts: Edema, derFiend, Tunes of War, White Hunter, Warchild Corsair
Last updated: Dec 2014

Posted Image [BoR] Brotherhood of RANDleSt
We label ourselves as casual, not competitive. We don't get tryhard about the game and accept EVERYONE, as any member fielding the [BoR] tag is allowed to invite recruits into our unit, especially now with CW out.

Timezone: All
Contract: unknown
Unit Size: 40+
Teamspeak: eu1.mech-connect.net ||| no password
Website: http://brotherhood-of-randis.clans.de/
Contacts: Brother MEX
Last updated: May 2015

[Oden] Oden Battlemech Regiment
Unit is based on RL friends in Sweden and as such is a Swedish speaking Unit.

Timezone: unknown
Contract: unknown
Unit Size: ~10
Teamspeak: unknown
Website: n/a
Contacts: Carle Wrede
Last updated: May 2015

[OLD] Old Dragon Battle Group
We are a casual merc corp that is likely to remain contracted to the FRR for the foreseeable future. Mostly fighting along the FRR/GB border. We are open to players of all skill and experience levels over the age of 25 (most everyone in MWO). Most active from ~20:00hrs EST to 03:00hrs EST. Though casual we've earned our keep thus far by winning more CW battles than we've lost.

Timezone: US, Australia, Norway
Contract: unknown
Unit Size: ~39
Teamspeak: unknown
Website: unknown
Contacts: Jonathan Paine, Divine Retribution
Last updated: Jan 2015

Posted Image [331] 331st R.B.M.D. Minnesota Tribe
Competitive anti-clan unit. We will probably be residing in Rasalhague until the map gets reset.

Timezone: EU
Contract: unknown
Unit Size: 45+
Teamspeak: unknown
Website: www.minnesotatribe.eu
Contacts: ClaymoreRelliK, Ivanskij, Rushin Roulette, Grauluchs
Last updated: Jan 2015

[SNB] SchatteNBrigade
About: unknown

Timezone: GER (UTC+1)
Contract: unknown
Unit Size: 30+
Teamspeak: schattenbrigade.enjinvoice.com
Website:http://www.schattenbrigade.enjin.com/
Contacts: Nachtigall, Taxi Hayate, OXVII
Last updated: Jan 2015

[BoS] Brotherhood of Steel
About: unknown

Timezone: EU usually 20.00 - 23.00 o'clock GMT
Contract: unknown
Unit Size: ~19
Teamspeak: unknown
Website: unknown
Contacts: Zongoose, Markbrandhauber
Last updated: Jan 2015

[-M-] Monitors
We are the Monitors. We believe in balance, no faction can become too powerful. We help factions in need. Although our specialty is defense, we excel in offense as well. We are not mercenaries, we are not pirates, we signed with no faction, but fight for the betterment of all. "There is no Peace; only Balance."

Timezone: US (EST)
Contract: unknown
Unit Size: 10+
Teamspeak: unknown
Website: monitor.enjin.com
Contacts: Soulstrom, McGruberr
Last updated: Dec 2015

[RBRD] Rabtar's Raiders
Non-competitive, Competent. We do cycles between FRR and other factions. Hyper aggressive, love to brawl.

Timezone: EST
Contract: details unknown
Unit Size: 10
Teamspeak: unknown
Website: unknown
Contacts: Rabtar, Kurorahk
Last updated: Jan 2016

[-RC-] Red Corsairs
Red Corsairs is a mostly North American merc unit. Focus is on CW and leveling IS mechs. We are mostly from [JFP] which is a loyalist unit within CJF.

Timezone: NA
Contract: FRR - indefinite
Unit Size: ~5
Teamspeak: unknown
Website: unknown
Contacts: Seth, Ultramek, Helbrecht, Celtic Barbarian
Last updated: Jan 2016



Spoiler

Edited by Tarogato, 18 January 2016 - 08:40 AM.


#14 Satan n stuff

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Posted 28 December 2014 - 03:26 AM

View PostEvilCow, on 27 December 2014 - 11:59 AM, said:

Good idea, way too many gatewarriors in CW...

If rushing the generators is how the game is won then that's what PUGs should be encouraged to do. If our Canadian overlords disagree then they should change how the game is won to better match their vision of CW.
Either way I think we can all agree that camping the gate doesn't usually work.

Edited by Satan n stuff, 28 December 2014 - 03:28 AM.


#15 Bluttrunken

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Posted 28 December 2014 - 08:19 PM

View PostLordKnightFandragon, on 27 December 2014 - 12:18 PM, said:

Personally I think the gate generators should be made more accessible, or there should be more ways to shoot at it. To counter that, buff its health by 100%.


Definitely..., its too easy for defenders because theres basically 1 spot they need to watch behind the gates.

Edited by k05h3lk1n, 28 December 2014 - 08:20 PM.


#16 Bartholomew bartholomew

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Posted 28 December 2014 - 08:25 PM

Make each generator kill count as much as killing 4 mechs. And make the silly things targetable so they can see what they are.

#17 Cementi

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Posted 29 December 2014 - 05:38 PM

I think they are under ecm though I have never had anyone tag or narc a generator to test. Might have to try that tonight would make life on Boreal Vault alot better if they could be narced. Anyone know the answer to this?

#18 TripleEhBeef

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Posted 29 December 2014 - 08:20 PM

*Nails "SHOOT HERE" sign to generator.*

#19 Navid A1

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Posted 29 December 2014 - 08:29 PM

I also would like a GIGANTIC notification at the start... saying: HEY... arty and air does not have an effect on the generators...

so, stop legging your teammates near it... use your artys and airs on the defenders' intercept paths.


View PostCementi, on 29 December 2014 - 05:38 PM, said:

I think they are under ecm though I have never had anyone tag or narc a generator to test. Might have to try that tonight would make life on Boreal Vault alot better if they could be narced. Anyone know the answer to this?


nope...no tag...no narc... they are immune to these marking devices... tested it a number of times.

Edited by Navid A1, 29 December 2014 - 08:30 PM.


#20 Basskicker

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Posted 29 December 2014 - 08:33 PM

I second this notion. As a pure pug player myself I am tired of dropping and being one of two pugs on the team... yet I somehow am the only one shooting the objectives... looks like some units are to blame also.





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