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I Would Enjoy Mwo More If The Games Were Not Set By The First 3 Kills.
#41
Posted 28 May 2015 - 06:23 AM
Now units that are really good about withdrawing their damaged mechs so that fresh armor is being shot at are the ones that will stomp other groups. So there are times when a strong counterpush right after losing a mech, which is typically when people will pull back instinctively, can take out the wounded enemy and leave you in a better position.
#42
Posted 28 May 2015 - 06:36 AM
1. Taking the long long way around things
2. Avoiding central conflict areas
3. Starfishing
4. Hesitant to advance
5. Moving up and then pulling back slowly behind cover and continuing to do so
You're usually doomed.
There are exceptions such as the enemy team being even more guilty of the above and doing exceptionally stupid stuff like...
1. A lance going cave
2. A lance of assaults going off to cap a point
3. A lance staying way back
Sad but... you can really tell how it is going to go basically within twenty to thirty seconds of starting.
#43
Posted 28 May 2015 - 06:43 AM
Joseph Mallan, on 28 May 2015 - 06:10 AM, said:
Which is why promoting randomize spawns and lance combat will create a different play style than what we have now with the "lets all funnel into one area and play peak-a-boo" style.
Then again, I want more maps Alpine but I doubt players will ever use different strategies in this game.
Edited by mogs01gt, 28 May 2015 - 06:44 AM.
#44
Posted 28 May 2015 - 06:50 AM
#45
Posted 28 May 2015 - 06:52 AM
#46
Posted 28 May 2015 - 06:53 AM
Then it turns out the friendly Atlas in front of me was the only one kicking some ass. And I was like the only one following him and shooting at things with him.
I think he may have run outta ammo after the 5th kill. And then finally he buckled and died when no one else on our team came to help, and then of course I got killed, too.
Then I spectate the rest of our team and they are all sitting around like couch potatoes. We end up losing 5 to 12.
#47
Posted 28 May 2015 - 07:02 AM
YueFei, on 28 May 2015 - 06:53 AM, said:
Then it turns out the friendly Atlas in front of me was the only one kicking some ass. And I was like the only one following him and shooting at things with him.
I think he may have run outta ammo after the 5th kill. And then finally he buckled and died when no one else on our team came to help, and then of course I got killed, too.
Then I spectate the rest of our team and they are all sitting around like couch potatoes. We end up losing 5 to 12.
Yeah, this happens. After a certain someone bites the dust it can often go downhill from there, depending on what the MM puts together.
#48
Posted 28 May 2015 - 07:03 AM
cSand, on 28 May 2015 - 06:09 AM, said:
3 kills just covers the kills the dead guys in your team should've done. You should get a 4th to add your own personal effort in, too.
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
#49
Posted 28 May 2015 - 07:25 AM
At five down, you should be looking to salvage the time you would otherwise be wasting, playing out this failed op …
#50
Posted 28 May 2015 - 07:27 AM
Puglandia.
#51
Posted 28 May 2015 - 07:51 AM
Every time the enemy team pushed you would see our concentrated fire coming from EVERYWHERE. Lights/mediums with jumpjets were high on either side of our main force firing from cover, and for once it seemd everyone targeted the same enemy at the same time. It was a beautiful thing seeing almost every enemy mech fall from concentrated fire from what looked like 6 or 7 of our mech each and every time. We rolled the other team, I think the final score was like 12-5 or something like that.
#52
Posted 28 May 2015 - 08:15 AM
#53
Posted 28 May 2015 - 08:23 AM
William Mountbank, on 28 May 2015 - 04:22 AM, said:
It's still possible to (male chicken) up a 3 kill lead in pugland.
I saw that number of comeback wins last week alone. Sorry your experience hasn't been as good.
Edited by Lugh, 28 May 2015 - 08:24 AM.
#54
Posted 28 May 2015 - 08:57 AM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
#55
Posted 28 May 2015 - 09:02 AM
I have done it myself killing 7 in one game as the lone survivor in a jenner.
Then there are the games where i do 1k damage with 4 or 5 kills and still lose
![:(](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
#56
Posted 28 May 2015 - 09:11 AM
mogs01gt, on 28 May 2015 - 04:36 AM, said:
That is true only if you're a fundamentalist member of The Church of the Bigger is Better.
mogs01gt, on 28 May 2015 - 04:51 AM, said:
More or less how battlemech battles went in the novels. Lances vs lances spread across a large area but for MWO make each lance have each weight class. Randomized spawns also. I think if it was lance vs lance, faster Assaults might have chance since they could possibly out maneuver the heavy mechs. Much easier said then done obviously.
The 3/3/3/3 system is already bad enough. Now you want each lance to be composed of one of each class too? Hell no!
Elizander, on 28 May 2015 - 04:58 AM, said:
Better yet, use the idiots as bait to lure and kill the enemy.
#57
Posted 28 May 2015 - 09:11 AM
Alistair Winter, on 28 May 2015 - 02:41 AM, said:
The phrase you are looking for is LOW TTK, not "HIGH TTK".
TTK = TIME TO KILL
If you have a game with HIGH TTK it means it takes LONGER to kill people, not shorter.
#58
Posted 28 May 2015 - 09:12 AM
Hans Von Lohman, on 28 May 2015 - 01:57 AM, said:
play conquest
#59
Posted 28 May 2015 - 09:17 AM
Ultimatum X, on 28 May 2015 - 09:11 AM, said:
TTK = TIME TO KILL
If you have a game with HIGH TTK it means it takes LONGER to kill people, not shorter.
Nope, that's not the phrase I'm looking for. I said exactly what I meant.
High TTK means it takes longer to kill people. Which means that unlike CounterStrike and similar games, a good player cannot easily beat a large number of bad players by taking them out 1 by 1. In other words, teamwork becomes more important than individual skills. And losing 3 people early in the match is thus quite often a certain prelude to defeat.
I want the game to have even higher TTK, but it does come at a price.
#60
Posted 28 May 2015 - 09:17 AM
Hans Von Lohman, on 28 May 2015 - 01:57 AM, said:
That leads to the majority of the match essentially being cleanup, and the team with the fewer players can only hope to score a moral victory by at least taking down a few more enemies so it isn't as one-sided.
It seems weird to me as I have been playing World of Warships a lot lately, and there the matches nearly always seem to be a lot closer run things. Especially with the ability to capture the enemy flag and win that way. Since we got base turrets I think I've seen can count base capture wins on one hand in total.
It's not odd at all. This isn't your typical fps with infinite respawn, so when a player gets taken down the battle value of your force goes down significantly! Just like TT Battletech.
Also, yea base capture wins are far and few, and there's a good reason for that. In order for your base to be captured, all your turrets usually gotta be destroyed & your team is too far from base to cover it. A team would usually rush back to base to prevent a capture win, but when this happens that team can get a bit chaotic, making it easier for the enemy team to pick them off.
Killing the enemy team also gives you more points, C-Bills, XP, and helps your K/D. The only time when a capture win is ideal is if you know your team will get slaughtered, or if you're already down on mechs.
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