

I Dont Know About Anyone Else, But This Hide And Poke Play Style...
#81
Posted 22 May 2015 - 02:37 PM
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
Posted 22 May 2015 - 04:01 PM
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
Posted 22 May 2015 - 04:23 PM
Kiiyor, on 21 May 2015 - 08:40 PM, said:
...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
Posted 22 May 2015 - 07:00 PM
Felio, 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
Posted 22 May 2015 - 07:48 PM
#86
Posted 24 May 2015 - 12:20 AM
#87
Posted 24 May 2015 - 04:25 AM
mogs01gt, on 21 May 2015 - 08:33 PM, said:
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
Posted 24 May 2015 - 04:39 AM
TWIAFU, 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
Posted 24 May 2015 - 04:40 AM
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
Posted 24 May 2015 - 05:06 AM
Johnny Z, on 24 May 2015 - 04:39 AM, said:
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
Posted 24 May 2015 - 05:13 AM
TWIAFU, 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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