Best Way To Play A Pug Cw Match?
#1
Posted 29 March 2015 - 09:33 PM
#2
Posted 29 March 2015 - 09:36 PM
#3
Posted 29 March 2015 - 09:52 PM
Stick with the team and do not wander off to try "playing the hero" mechs that are soloed out usually find themselves very dead very quickly unless they have a specific role of the group like scouting a gate as an example. Pay attention to who you drop with especially if you get a group roughly 6 or more from the same unit will usually have someone leading the drop. Also try to learn from both attacking and defending on each map where good places are and keep these places in mind when dropping. When it comes to your dropdeck for anything that uses ammo you can't restock it in drop so make sure your bringing enough ammo.
#4
Posted 29 March 2015 - 09:53 PM
#5
Posted 30 March 2015 - 12:46 AM
For this event, getting around 600 damage almost guarantees the 80 score so I have something like an A1 Splatcat with SRMA36 in case I feel like I need to get more damage before the round ends. Find the nearest enemy and unload a few and you're usually good to qualify.
If you're trying to win, well it won't happen often unless pug vs pug comes up a lot more often. Pinning down enemy snipers, providing ECM, using UAVs to sniff them out and making sure you go with the group (when it's practical) does help. There will be times when people will bring the wrong mech and so on, can't be helped in an unorganized group. Someone yells charge and all you have are LRM boats (yes people bring these) and mechs designed for sniping then you'll get trashed if the enemy team brings brawlers, just part of CW life.
#6
Posted 30 March 2015 - 03:00 AM
I got to the 20 points needed out of 27 matches. So, roughly 3 out of every 4 games I got to the minimum match score of 80. Even on a bad game, including a poor performance by myself, I could do it with a little ease. However, as funny as it sounds, usually how well my team performed was about how good I was able to perform with one exception; a light rush where the attackers ONLY needed to destroy the orbital canon to win. I think for the most part, even when there was a moderate amount of units dropping together, many either wanted the weekend's points and/or help other people get points or they wanted the XP and C-bills too. The problem with a light rush was that in one we killed 4 of them to only 1 of our team blowing up but it ended so quickly that no one had a match score above 20. That was REALLY disappointing when I was in que for over 40 minutes only to have my match end in 3 minutes.
So, from pugging out this weekend, it was interesting how that there may have been a 12 to 3 stomping in general quick play and be a one sided flop; but a team was still able to not only come back from a high amount of deaths and still win in the end. Because one team may have dropped all mediums and lights and the other side picked heavies and assaults, sometimes the numbers lied. The main thing was, not to just give up after one skirmish and to play as a team. Oh, I admit that there was a few times I got caught scouting or I accidentally ran too far and fell off the edge into the enemy but then I just tried not to do the same reckless move again with my next mech. The main thing is, don't play the hero but when you're defending and you're up 9 to 3, it's best to quickly run out before it's too late to hunt those last 3 down before their reinforcements arrive. If you wait too long, you waste a quick 3 more mech advantage. Once their first wave is completely wiped out, then go back into a defensive position and bunker down again for their next wave.
Attacking wise, if you can push far enough into the opponent's base, camping their drop zone can quickly turn the odds in your favor. The main thing is though, don't camp unless there's at least 9 or 10 of you there. The drop ship will fire about 8-10 large lasers at you and if there's only 2 of you there, you're both likely going to die. Having more people there means the damage get's spread out. In one match, we turned it around because we quickly made up the difference in mechs when we could wipe out 2-3 guys at a time and while the other guys were finding shelter, the 2-3 guys dropped again in the same spot and we wiped them out again. For a bit of large laser fire, we gained a small advantage AND made the odds in our favor by having those 3 guys perm dead so the rest of the match was 12 v 9.
Otherwise, it was pretty much the same tactics as regular general play. Stick together, concentrate fire on 1 guy at a time, and know when to retreat and when to fall back. In game VOIP has made it so that pugs can be organized enough now so that even against an opposing unit drop, you still have a chance. Even if you don't talk, having it on to listen sure makes a difference. It does eat a bit of your bandwidth but unless you're over a 300 ping, it's priceless.
#7
Posted 30 March 2015 - 11:36 AM
Edited by Vlad Striker, 30 March 2015 - 11:36 AM.
#8
Posted 30 March 2015 - 08:49 PM
So i guess to be more specific, is there a way to tell if the match is going to be a pug on both sides? and are there certain places that they are more common due to factions ect? I just picked this one for 7 days cause i like the symbol.. And honestly it has been so long since i played Mech commander, and mech 3+4 (mech 3+4 i cant even run anymore on my computer, so if anyone knows of a way to do it, please let me know as i would love to play them again) the factions and their lore i just don't really recall, outside of the girl from house Liao in MC2 was hot!
One last thing, I had my Drop deck set up with a cicada 3m, Dragon 1n, misery and lastly a Thunderbolt 5SS,..(in that order) Does this sound like a decent set up? the first 2 are AC-5 mechs with laser back up, the 5SS is the MPL boat (though i also run with 2 ERLL's for sniping, and the misery is set the typical AC-20+srm6, with a pair of MPL's and LL's for good measure, it can run hot but can dish it out well when needed.
Is this a decent order? or would you tweak it, and if so how? I figured my commandos and spiders were not worth using at this point as they are not even elited yet. But i do have ravens, I also have atlas, victors, HBK's, wolverines, and cents. Any thoughts on this, or should perhaps i finally join up with a group for some cw action? I had one group offer me, and they seamed like nice enough folks.. perhaps it is time to take um up on the offer and do some drops.
Edited by JC Daxion, 30 March 2015 - 08:51 PM.
#9
Posted 30 March 2015 - 11:22 PM
That is much better than Cicada/Ravenx3+DDC or DDCx2+PBLocustx2.
Edited by Elizander, 30 March 2015 - 11:24 PM.
#10
Posted 31 March 2015 - 03:01 AM
Others have said it: stick with the group (but coordinate via chat or voice) however, don't be so tight a ball that an artillery drop kills most of you.
Bring a versatile mech - don't be too overly specialised (exception: ECM mechs) -- so LRM Boaters, leave 'em - PUGS may not know that they should use R to keep lock on something OR be able to pick targets suitable for LRM rain (i.e. pick a slow assault and not that fast-assed spider)
Versatile mech: speedy (+80KPH), preferably lasers with med to long range, grab the Radar Dep module if you can and bring a UAV.
Good luck!
WML
#11
Posted 31 March 2015 - 04:03 AM
1. Dropdeck:
Use mostly laser-based mechs,since they dont run out of ammo,check the quirks and make your decision there.Since you are running mostly heavies and mediums against clans,try to select at least couple of mechs that have jump jets. Look for range quirks for medium lasers and large pulses.
2: Strategy:
Pug vs Pug games are mostly really chaotic and aggressive compared to solo que experience,try to use elastic defense when defending or counterattacking,bleed them dry first before you make any rushes or similar things,do not waste your mechs on "heroic last stands".Oh and the new Grotto-map favors IS brawlers heavily,use that to your advantage.
#12
Posted 31 March 2015 - 04:57 AM
If you tell pugs what to do and keep them organized, calling priority targets and movements, They can be as good as a organized unit.
#13
Posted 31 March 2015 - 05:17 AM
Otherwise, a good tactic is to not overspecialize your Drop deck. If you use a Sniper, give it some backup weaponry. If you have a ranges supporter, try to fit some LRMs on it. A single LRM10 with a ton of ammo can do wonders when used for area denial by making people jump for cover. On a brawler, don't bring only short range weapons. There will be situations where trying to get close will only end in suicide. If you can't be useful at those times, you are effectivley dead weight. And if you can, bring a Light with ECM. If there isn't a god opportunity to strike, just stay with the team and create an ECM blanket angainst LRMs and to conceal weak points. Each 'Mech should always bring a UAV to reveal enemy positions. Try to find locations where the UAV will be as difficult to see as possible (they can see through walls so use that to your advantage).
My personal Drop deck consists of:
Misery Brawler
Zeus Support
Jester Sniper
Pirate's Bane Harasser/ECM blanket
I've been using this drop deck since the cap increase to 250 against the clans for both 12 man drops as well as PUG drops to decent success.
Edited by SethAbercromby, 31 March 2015 - 05:17 AM.
#14
Posted 31 March 2015 - 05:47 AM
JC Daxion, on 29 March 2015 - 09:33 PM, said:
generally you should avoid CW if you're solo. it's an exercise in frustration. If you want to CW, join a unit or at least get on teamspeak. even if you dont talk you can listen and coordinate.
a big part of CW is coordinating with other players. for example my unit always drops the same weight class or role each round. maybe we start with snipers, then go brawlers, then midrange heavies, then lights. if you drop in a midrange heavy during the sniper wave you're not doing anything but dying. your team is essentially down a man for as long as they're sniping.
the thing is, strategy on even this basic level requires coordination, which means teamspeak. you're very lucky: in Kurita, there is an excellent and very active teamspeak (check the Kurita Subforum for details) and people are very supportive and will give you advice on how to get good at CW. you'll be able to drop with decent people and coordinate and the game will become a billion times more fun.
#15
Posted 31 March 2015 - 05:53 AM
EAP10, on 31 March 2015 - 04:57 AM, said:
If you tell pugs what to do and keep them organized, calling priority targets and movements, They can be as good as a organized unit.
ACES and MERCS aren't kurita teams, they're just visiting. and to be honest they're pretty bad. that's not to denigrate your win but against a competent CW unit pugs will get crushed. This has nothing do do with pugs being bad at the game, necessarily. Although of course many are, just because joining a unit is a marker for a certain level of seriousness about mechwarrior.Still that's not what's going to get you spawn camped and lead to your quitting the game. coordination on a level not really achievable by the in-game VOIP is what will do it.
Against players who all drop in optimized metagame mechs (no LRMS!) and are using teamspeak, i don't care if you're at the top player in the whole game and get 18 kills on your own. the final score will be 48-19. drop coordination and planning and mech optimizing and target calling are Too Strong.
#16
Posted 31 March 2015 - 07:52 AM
YCSLiesmith, on 31 March 2015 - 05:53 AM, said:
ACES and MERCS aren't kurita teams, they're just visiting. and to be honest they're pretty bad. that's not to denigrate your win but against a competent CW unit pugs will get crushed. This has nothing do do with pugs being bad at the game, necessarily. Although of course many are, just because joining a unit is a marker for a certain level of seriousness about mechwarrior.Still that's not what's going to get you spawn camped and lead to your quitting the game. coordination on a level not really achievable by the in-game VOIP is what will do it.
Against players who all drop in optimized metagame mechs (no LRMS!) and are using teamspeak, i don't care if you're at the top player in the whole game and get 18 kills on your own. the final score will be 48-19. drop coordination and planning and mech optimizing and target calling are Too Strong.
I agree. I fully organized team can rip apart a somewhat organized pug team. It just depends on the communication level.
#17
Posted 31 March 2015 - 09:11 AM
EAP10, on 31 March 2015 - 07:52 AM, said:
If it's pug vs pug though (something which happens often enough), a solid deck and VoIP coordination can go a long way already. Even if you end up losing, make them work for it. Take every bit of advantage you can get and you'll see yourself winning more often than losing really badly as a Pug.
#18
Posted 31 March 2015 - 10:17 AM
JC Daxion, on 29 March 2015 - 09:33 PM, said:
Best Way To Play A Pug Cw Match?
Answer: you don't.
With that out of the way, the best advice I can offer is bring mechs with ECM/AMS, try to use cover, and stick with your team. Try to stay on the offensive, but don't be stupid about it. Even if you have been legged, all your weapons are gone or out of ammo, and you want to eject, dont. Try to be a bullet sponge for your allies so they can keep fighting. As a pug, go into CW with the expectation of losing, because thats going to be your primary outcome. Unless you have a premade pug group, you are already going to be at a large disadvantage against a guild/corp/faction. And the disparity is even greater if you are IS going against clans, since most maps seem to be designed specifically for clanners and their superior range. And make sure you bring UAV's and either Arty/Air strikes on your mechs.
Edited by Fobhopper, 31 March 2015 - 10:22 AM.
#19
Posted 31 March 2015 - 11:42 AM
yeah, if someone else is right next to you shooting then maybe pretending to be a threat is worthless but a lot of people in this game can tell when you're disarmed and in that case you're done, hold K and better luck next drop.
#20
Posted 31 March 2015 - 11:57 AM
JC Daxion, on 30 March 2015 - 08:49 PM, said:
I'll just concentrate on helping you get in a match.
On the CW map in the upper left corner there is a timer that tells you how much battle time remains before the next Ceasefire. Cease fires are 20 or 30 min (can't remember exact number).
On the right side of the map there is a list of planets you can choose to either attack or defend. The numbers to the right indicate how many people are in queue on a give planet. Odds are in your favor of getting a match if you choose a planet with a large queue. If you can do some quick math and you see a planet with 48 in queue on the defending side on a planet in your territory, then don't choose that planet. A queue of 48 means there are 4 groups of 12 in that queue. Now, if you see 47, jump on it quick and here's the important part, STAY IN QUEUE. Don't jump out, you'll lose your spot.
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