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I Dont Know About Anyone Else, But This Hide And Poke Play Style...


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#81 CocoaJin

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Posted 22 May 2015 - 02:37 PM

Ah, so the complaint is that the other side didn't run out and die at your feet fast enough...how dare they. Considering it was such a close match after 6 mins, maybe they were just waiting for you guys to hurry up and run out to die at their feet too.

It takes two to tango(or wall flower in this case) if either side had only lost a couple of mechs after 6 mins...you guys must have been pretty comfy up next to that warm piece of cover y'all was shooting from behind too.

I guess some lack the patience for it if they feels it's just prolonging their win so they can churn another match.

#82 cSand

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Posted 22 May 2015 - 04:01 PM

If you wanna brawl, just get up there and brawl. Sometimes you gotta be a little patient


don't worry bout what the cowards are doing. Just wait for the time to crush them


Anyways, it's not like the popularity of the strategy is a surprise. Low skill requirement, easy big damage output, easy to aim, relative safety from many weapons.... easy-moders, try hards and new players love it cause it's efficient and the least difficult avenue with theleast risk. However there is the risk of sitting there doing nothing all match, or even worse having to face the venegeance of a few guys with the nutsack to come rub your face in it.

The upside is that I'm finding that players who are any good in a close range fight are pretty few and far between, so if you can get up there and unleash it's just a gongshow

Edited by cSand, 22 May 2015 - 04:05 PM.


#83 Tyler Durden

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Posted 22 May 2015 - 04:23 PM

View PostKiiyor, on 21 May 2015 - 08:40 PM, said:

Well, you can flank if you want, and brawl, and charge majestically across the open to do vicious battle with your foes...

...but the harsh reality is that TTK will ensure that you are a vaguely metallic smear on the landscape approximately 0.23 seconds (sorry, 0.44 seconds with the recent nerfs) after leaving cover to do anything on that bucket list.

People stay in cover because they want to live long enough to be able to contribute.

Actually, you can still do those things. You just need to wait until the latter half of the match to do it - at which point the game is probably already decided, admittedly.


Sounds like BattleTech to me. Waste time getting into position, under cover of hills and/or forest and trade shots. What's the problem?

#84 Sir Wulfrick

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Posted 22 May 2015 - 07:00 PM

View PostFelio, on 21 May 2015 - 09:42 PM, said:


Core tenets of multiplayer map design haven't changed, just been forgotten. You want multiple distinct zones with multiple paths to and from each one.

I've known that since reading a book on how to make maps for Duke Nukem 3D (1994). It's still totally true. Think about your favorite or the most popular shooter maps.

In MWO, Mining Collective probably comes closest.


Not necessarily forgotten: if you watch some of the tutorial videos for the UT engine the very same design fundamentals are recommended, depending on the desired type of map of course. Funnelling the players in to a tiny number of narrow, highly specific fighting areas is poor form (I'm looking at you, Grim Portico).

Some of the MWO maps are very good indeed, whereas some are quite poor.

#85 crashlogic

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Posted 22 May 2015 - 07:48 PM

I like peek and poke, eventually the ecm mechs get killed, or the the players get greedy and then they die horrible LRM deaths. Peek and poke makes it hard for me to do 500+ damage in a match, but it makes it easy to do 400 points.

#86 Athanos Kerensky

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Posted 24 May 2015 - 12:20 AM

Welcome to world of tanks.

#87 TWIAFU

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Posted 24 May 2015 - 04:25 AM

View Postmogs01gt, on 21 May 2015 - 08:33 PM, said:

Is really killing the game for me. I simply cannot sit there and play hide & seek with the other team. What created this boring play style? I want to flank, I want to get to their backs or sides, I want to move.....I think another month or two long break will be good for me but what is the point? I doubt the game will change... I seem to be only to play for a week before it gets dreadfully boring..

Mogs



You are experiencing the lowest common denominator in tactics. The herd mentality cannot move past moving forward and backward only. These are the same that cannot hit J or R.

To try and employ tactics in a pug match is like herding cats, just not going to happen.

If you are interested in tactics, you need to join a Unit.

PUGtard drops it is all about the individual and not about the team. It's "me, me, me" and not "us, us, us".

So, you are doomed to that playstyle until you get out of it, join a Unit, never look back, and enjoy stomping 12 unorganized.

#88 Johnny Z

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Posted 24 May 2015 - 04:39 AM

View PostTWIAFU, on 24 May 2015 - 04:25 AM, said:




You are experiencing the lowest common denominator in tactics. The herd mentality cannot move past moving forward and backward only. These are the same that cannot hit J or R.

To try and employ tactics in a pug match is like herding cats, just not going to happen.

If you are interested in tactics, you need to join a Unit.

PUGtard drops it is all about the individual and not about the team. It's "me, me, me" and not "us, us, us".

So, you are doomed to that playstyle until you get out of it, join a Unit, never look back, and enjoy stomping 12 unorganized.


You know Battletech a game of 31st century armoured combat is a sci-fi take on knights doing mounted combat right? By its nature its a game of individual skill over until tactics. I will wager on a public group of veteran Mechwarriors playing legit against a unit playing legit any day. Why? Its only logic. You figure it out. Its not even a fair fight. All the benefits of units is off the field anyway. Mostly to do with costs and fielding superior numbers.

By the way this is a really really old arguement. :)

Edited by Johnny Z, 24 May 2015 - 04:52 AM.


#89 Templar Dane

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Posted 24 May 2015 - 04:40 AM

Flanking is harder nowadays. Back in the 8v8 matches you could saunter off by yourself as long as you were decently fast and harass the enemy.

It was pretty easy to find two guys separated from the pack. But now you're lucky if there's only six. If you want to harass you better be super fast and have sniping weapons. If you're flanking, you better bring friends or buckets of guns.

#90 TWIAFU

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Posted 24 May 2015 - 05:06 AM

View PostJohnny Z, on 24 May 2015 - 04:39 AM, said:

You know Battletech a game of 31st century armoured combat is a sci-fi take on knights doing mounted combat right? By its nature its a game of individual skill over until tactics. I will wager on a public group of veteran Mechwarriors playing legit against a unit playing legit any day. Why? Its only logic. You figure it out. Its not even a fair fight. All the benefits of units is off the field anyway. Mostly to do with costs and fielding superior numbers.

By the way this is a really really old arguement. :)


I know what BT is since I have been playing it for over 30 years. Question is, do you?

This is right from The BattleTech Manual, Rules of Warfare, pg6, opening paragraph;

Battletech represents combat between Battlemechs, vehicles, and platoons of infantry.

Noting about individuals or individual skill, unless you are talking about Gunnery and Piloting skills which has no place in MWO.


MechWarrior Second Edition wants players to roll up 4-6 character each for ground grew, aerospace pilots, engineers, tankers, etc. Thats all about creating a well rounded unit.

What source book you getting it all about individuals and not units?

#91 Johnny Z

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Posted 24 May 2015 - 05:13 AM

View PostTWIAFU, on 24 May 2015 - 05:06 AM, said:


I know what BT is since I have been playing it for over 30 years. Question is, do you?

This is right from The BattleTech Manual, Rules of Warfare, pg6, opening paragraph;

Battletech represents combat between Battlemechs, vehicles, and platoons of infantry.

Noting about individuals or individual skill, unless you are talking about Gunnery and Piloting skills which has no place in MWO.


MechWarrior Second Edition wants players to roll up 4-6 character each for ground grew, aerospace pilots, engineers, tankers, etc. Thats all about creating a well rounded unit.

What source book you getting it all about individuals and not units?




Your purposely ignoring the nature of the game and the advantages of how a player knows his mech and its condition better than anyone else on the field or his or her own capabilities better than anyone else on the field or the situation they are currently in when milliseconds count, or the other factors that make thinking for ones own self the best way.

Edited by Johnny Z, 24 May 2015 - 01:49 PM.






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