

I Dont Know About Anyone Else, But This Hide And Poke Play Style...
#21
Posted 21 May 2015 - 10:05 PM
#22
Posted 21 May 2015 - 10:15 PM
#23
Posted 21 May 2015 - 10:22 PM
#24
Posted 21 May 2015 - 10:23 PM
Eider, on 21 May 2015 - 10:04 PM, said:
We shouldn't look to real life for game balancing, though.
Real life isn't fair, and doesn't have to be fair.
In a game, if you put an asset into it, it makes sense to make the asset useful. If you're gonna put melee or short-ranged into a game, it makes sense to balance it properly so that it has the advantage under some scenarios.
Quote
Even in ancient warfare, ranged projectiles was the primary fighting method for a long time. Melee was short, sharp, and sporadic, where clashes of hand-to-hand would happen only briefly in between prolonged periods of missile exchanges. There's a reason that battles in those days could last for hours, and human beings sure as hell can't sustain melee combat for more than a few minutes at a time.
However, like I said, real life isn't supposed to be balanced or fair, but ideally a game should make at least most of its assets viable.
#25
Posted 22 May 2015 - 05:28 AM
The game has such a high learning curve, that most people are trying to get their mech to do what they want it to do, which doesn't leave a whole lot of cognitive ability to understand the map, understand the positioning of enemies and allies....basically be the Wayne Gretzky of MWO.
From a micro positioning standpoint, every mech has an engagement type that is favorable depending on the precise location of your hard points, where you can absorb fire. Figuring just that out takes a long time. Then you have to figure out how the maps play, how your teamates are likely to play then integrate yourself into it.
Its much easier to do in group queue with players you have been dropping with for a long time. To the point where we do all this without communicating. Sure, we will get our ass handed to us sometimes, but at least we are going down while attempting a unified strategy...which at least gives us a chance to win.
TL DR: MWO has a high learning curve, Solo Queue reinforces bad habits (relative to group queue/competitive)
Edited by Haji1096, 22 May 2015 - 05:54 AM.
#26
Posted 22 May 2015 - 06:10 AM
For example, I was just playing a match on Crimson Strait earlier in my CN9-AH brawler and the match turned into a slugfest around the tunnel entrance with me on the tunnel side, and I couldn't really do much about it without getting blasted apart and doing very little damage. I wandered around for a while not shooting anything at all because my mech is so short range and the enemy wasn't moving much, so after about 5 minutes or so into the match I wandered off alone to go back the other way and go through the saddle. After making sure I had a clear shot (i.e not getting ambushed) I rushed a lone Thunderbolt on top of the platform and got a nice kill after a few volleys, and then hopped down below to core out a Stormcrow as well as finishing off a King Crab in the tunnel, which earned me over 300 damage and 3 killing blows (2 of which were awarded as solo kills) despite not really being in the action all that much.
That's a pretty good example of flanking in action, though personally I wouldn't (and tend to not) really try such maneuvers without a mech that moves decently fast since it can end really poorly otherwise.
Edited by Pjwned, 22 May 2015 - 06:14 AM.
#27
Posted 22 May 2015 - 06:17 AM
#28
Posted 22 May 2015 - 06:22 AM
Knyx, on 22 May 2015 - 06:17 AM, said:
It's not about the weapon systems. It's about the style of play and the boredom that results from it for some people. I build my mechs to brawl. I have no interest in waiting for the end of the match to employ it.
#29
Posted 22 May 2015 - 06:23 AM
mogs01gt, on 21 May 2015 - 08:33 PM, said:
Mogs
Agreed, remember how bad jump sniping/pop tarting was, and how PGI's solution was to cripple jumpjets and make the victor crap at everything, not just jumping..
Well what we have know is poptarting in the horizontal plane
#30
Posted 22 May 2015 - 06:24 AM
Takes a bit getting used to and in my case about 10% of my matches become disasters.
http://mwomercs.com/...-tactics-guide/
#31
Posted 22 May 2015 - 06:24 AM
#32
Posted 22 May 2015 - 06:29 AM
#33
Posted 22 May 2015 - 06:29 AM
Bilbo, on 22 May 2015 - 06:22 AM, said:
It's not about the weapon systems. It's about the style of play and the boredom that results from it for some people. I build my mechs to brawl. I have no interest in waiting for the end of the match to employ it.
#34
Posted 22 May 2015 - 06:30 AM
cover has infinite armour.
If you wish to score highly, you must inflict significantly more damage than you receive.
Mechs are easy to hit by anyone with more than a terrible level of skill.
Do the maths, using cover to poke and damage then retreat into safety before taking return damage will NEVER change, due to the core concepts of the game. Literally the only way to change it would be to give mechs regenerating force fields, allowing them to take fire without taking lasting damage, and that would NOT be Battletech.
#35
Posted 22 May 2015 - 06:33 AM
Knyx, on 22 May 2015 - 06:29 AM, said:
I am well aware of how to get where I need to go and what to do once I get there.
#37
Posted 22 May 2015 - 07:59 AM
#38
Posted 22 May 2015 - 08:05 AM
Knyx, on 22 May 2015 - 06:17 AM, said:
Are you in my house, cause this exactly what I was playing! If Im in my Thor or Crow, I get soo bored waiting for the team to make a move! I have zero issues when I play my IS mechs. All of the ones I play have high mounted weapons, Stalker, CTF, Cicada, Shawk. the only one that doesnt is my cent.
#39
Posted 22 May 2015 - 08:06 AM
LordNothing, on 21 May 2015 - 10:22 PM, said:
I'd rather do things intelligently and not be bored. And I play a lot of versatile builds so I have poke and brawl ability.
I've only been back a short time, and being versatile has me scoring 200-500 damage a game. I am having trouble keeping up with folks as I haven't mastered many clan mechs yet.
#40
Posted 22 May 2015 - 08:11 AM
Praetor Knight, on 21 May 2015 - 08:39 PM, said:
High Heat Capacity
Low Dissipation
Ability to Fire everything into the same spot
Stackable High Damage Weapons
Asymmetrical hard points. Many mechs can put all their guns on one side, and just expose 1/3 of the mech or less to fire.
mogs01gt, on 21 May 2015 - 08:33 PM, said:
Mogs
I flank all the time, need speed to do it tho. I play against what I think the PUGs are going to do.
Which is, murder ball up, randomly collide with the enemy then immediately start reversing. Once the static firefight is set up, that's the time to go wide around some terrain and flank. Just don't crash into brawling range with the enemy unless you have 2-3 buddies with you, otherwise you'll be alone an the enemy will prime you into slag while they're under cover from the rest of your team.
Its dangerous out there, never mech alone.
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