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Pugs Leaving Assaults Behind

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#81 KinLuu

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Posted 28 July 2015 - 03:57 AM

View PostSmoothCriminal, on 28 July 2015 - 03:56 AM, said:


Would you rather 4 Whales or 4 gargles in your deathball when you overrun the enemy team that has 4 Whales in theirs? Congrats on find them so quickly in your fast deathball, now enjoy being focussed down by superior firepower.


Likelyhood of that happening in the public queue: very low.

#82 Joseph Mallan

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Posted 28 July 2015 - 03:59 AM

View PostKinLuu, on 28 July 2015 - 03:57 AM, said:


Likelyhood of that happening in the public queue: very low.

True. But I was in a Match last night with 4 Atlas in a lance. Thats right a Lyran Scout lance. We literally rolled over the enemy since the 4 Atlases stayed relatively together.

#83 PurpleNinja

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Posted 28 July 2015 - 04:36 AM

PUGs will be PUGs.

#84 Phashe

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Posted 28 July 2015 - 05:00 AM

When you see that ONE medium head strait for the assault lance at drop, and stays with them - yeah that's me. :-) firm believer of sticking with assaults! Keep lights off their tails. Keep an ecm with them when I have it. All that.

But most run ahead without the assaults and die. Yup.

(Nothing like watching an IDIOT light run off solo with his ECM, and instantly dying alone. Every match. Priceless. Painful.)

#85 MechWarrior5152251

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Posted 28 July 2015 - 06:09 AM

I stick the biggest engine I can in Assaults. Direwhale is dead meat in NASCAR....

#86 LORD ORION

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Posted 28 July 2015 - 06:12 AM

View PostPhashe, on 28 July 2015 - 05:00 AM, said:


But most run ahead without the assaults and die. Yup.

(Nothing like watching an IDIOT light run off solo with his ECM, and instantly dying alone. Every match. Priceless. Painful.)


Maybe if you would have stuck to him you would have concetrated fire on the enemy and destroyed them.

Take the initaitive and you bring the concentrated firepower to the enemy where they are weak, instead of sitting back and waiting for them to come to you to do the same thing.

#87 Joseph Mallan

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Posted 28 July 2015 - 06:13 AM

View PostMechWarrior5152251, on 28 July 2015 - 06:09 AM, said:

I stick the biggest engine I can in Assaults. Direwhale is dead meat in NASCAR....

But see thats a personal preference. I am a fan of slow and powerful which is why My Atlases all have their original engines.

#88 GeistHrafn

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Posted 28 July 2015 - 06:14 AM

View PostLORD ORION, on 28 July 2015 - 06:12 AM, said:


Maybe if you would have stuck to him you would have concetrated fire on the enemy and destroyed them.

Take the initaitive and you bring the concentrated firepower to the enemy where they are weak, instead of sitting back and waiting for them to come to you to do the same thing.

Are you listening to yourself?
The 100ton assault should have STUCK WITH THE LIGHT?? How in the hell is an assault supposed to keep up to a light running off at full speed? (Which is what he's describing).

#89 LORD ORION

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Posted 28 July 2015 - 06:36 AM

View PostRhazien, on 28 July 2015 - 06:14 AM, said:

Are you listening to yourself?
The 100ton assault should have STUCK WITH THE LIGHT?? How in the hell is an assault supposed to keep up to a light running off at full speed? (Which is what he's describing).


Thats all find and dandy in a game with your unit, but you can't assure that in the pug queue.

Are you guys listening to yourself? You're complaining because people don't want to play the way you want them to. You've literally identified the problem, and are blaming others... you could solve this problem but not being a selfish jerk in a crap 50 KMH build that requires you to be babysat by the team, by instead moving fast with the team when they attack.

Edited by LORD ORION, 28 July 2015 - 06:44 AM.


#90 Joseph Mallan

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Posted 28 July 2015 - 06:45 AM

View PostLORD ORION, on 28 July 2015 - 06:36 AM, said:


Thats all find and dandy in a game with your unit, but you can't assure that in the pug queue.

Are you guys listening to yourself? You're complaining because people don't want to play the way you want them to. You've literally identified the problem, and are blaming others... you could solve this problem but not being a selfish jerk in a crap 50 KMH build that requires you to be babysat by the team.

So we are doing the same thing you are, thus fair and balanced. You could bring slower mechs just as easily! :P :lol:

#91 LORD ORION

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Posted 28 July 2015 - 06:54 AM

View PostJoseph Mallan, on 28 July 2015 - 06:45 AM, said:

So we are doing the same thing you are, thus fair and balanced. You could bring slower mechs just as easily! :P :lol:


No, I'm just pointing out that in the pug queue certain things happen... if you play that way, expect a problem.

This issue has been known for a long while now, and the map design encourages it.

If you want to drive a slow assault, do it in a lance with your teammates.

#92 GeistHrafn

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Posted 28 July 2015 - 07:39 AM

View PostLORD ORION, on 28 July 2015 - 06:36 AM, said:

Are you guys listening to yourself? You're complaining because people don't want to play the way you want them to.

I actually only own 3 assaults, all different, all free. Can't stand em. I run mostly lights and meds. I escort and watch the assaults backs, because this is a team game. Assaults can often make or break a match, and almost always, when the frontrunners let their assaults get picked off early, the game is a loss.
The map design has nothing to do with it, it's the players CHOICE to ignore their assaults. Most GOOD players I have seen realize this.
Edit: Not at all implying you're not a good player. Simply stating folks I have played with whom are good tend to watch the assaults too.

Edited by Rhazien, 28 July 2015 - 07:41 AM.


#93 Rhaythe

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Posted 28 July 2015 - 07:41 AM

Some assault pilots in this community really feel like they're ultra-special snowflakes as of late.

#94 Percimes

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Posted 28 July 2015 - 07:59 AM

View PostRhaythe, on 28 July 2015 - 07:41 AM, said:

Some assault pilots in this community really feel like they're ultra-special snowflakes as of late.


Considering their % in the queue is around 16% most of the time I play, they are the most likely candidate for being unique snowflakes.

#95 bad arcade kitty

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Posted 28 July 2015 - 09:21 AM

View PostPercimes, on 28 July 2015 - 07:59 AM, said:


Considering their % in the queue is around 16% most of the time I play, they are the most likely candidate for being unique snowflakes.


when we don't have new light and medium just released, the assault queue per cent is usually 2nd highest after heavies

#96 Kubernetes

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Posted 28 July 2015 - 09:49 AM

View Postbad arcade kitty, on 27 July 2015 - 02:49 PM, said:

the volcano on therma gives you 0 tactical advantage and taking it is actually a disadvantage if enemy refuses to storm it,


Owning the volcano actually gives you a huge tactical advantage because you can reinforce any entrance very quickly by shifting over. If the team outside tries to send a flanking force, they can't support each other or reinforce because the distance they have to traverse is huge. Splitting up risks each force getting overwhelmed by superior numbers in turn. Also, the team outside is usually down in numbers (there's a reason they got pushed out), so just waiting it out is not an option in that case.


Regarding assaults being "special snowflakes," it's not about them being special so much as the fact that they bring the most firepower and armor. If you lose 2/3 of your assaults in the first few minutes and the other side doesn't, you are at a massive firepower disadvantage. Your team will likely lose in that scenario, no matter how fast and sneaky your lights are.

Nascar can work on Caustic if your entire team is fast and you can pick off the tail of the enemy, but I've seen much bigger stomps when a team stops and picks a good defensive position. Once you ambush/obliterate the van (usually reckless, fast lights), the numbers and firepower advantage snowballs into a 12-0 or 12-1 stomp. Mutual Nascar usually means all the assaults and slower heavies get attrited one by one, leaving an endgame of hobbled lights and mediums fighting it out over the caldera. Good position and localized firepower advantage beats Nascar every time.

#97 bad arcade kitty

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Posted 28 July 2015 - 09:55 AM

View PostKubernetes, on 28 July 2015 - 09:49 AM, said:


Owning the volcano actually gives you a huge tactical advantage because you can reinforce any entrance very quickly by shifting over. If the team outside tries to send a flanking force, they can't support each other or reinforce because the distance they have to traverse is huge. Splitting up risks each force getting overwhelmed by superior numbers in turn. Also, the team outside is usually down in numbers (there's a reason they got pushed out), so just waiting it out is not an option in that case.



so you basically say that being in the center allows you defend the center well

it's obvious, but there is no need to push that center at all from the very beginning; well, the only real need you may have to push it if it's skirmish, time is ending and you have less mechs

teams which hold center lose conquest all the time, i saw it multiple times, silly players on my team storm the center and die die die while smart ones cap and then hop, enemy rushes from the center but it's too late, they lost, they lose assault too if pugs are willing to cap the base, for skirmish, it's very hard to make pugs wait and don't push the center yeah

Edited by bad arcade kitty, 28 July 2015 - 09:57 AM.


#98 Almond Brown

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Posted 28 July 2015 - 10:12 AM

It still seems strange that the "Assault" lance can't deal with 4-6 enemy Mechs (facing 8 enemy Mechs in the first 2-3 minutes would be very rare as getting 2 enemy Lances together and rushing the same space at exactly the same time within the opening minutes), at least for a short while, when they have the most Armor and firepower of all 3 Lances fielded in any Match.

#99 Sir Wulfrick

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Posted 28 July 2015 - 10:30 AM

As an assault pilot, I couldn't care less what my K/D ratio is; couldn't care less how much I earn from each match and couldn't care less if I survive or not. ALL I care about is the team I'm on winning the match. Either getting a light / medium escort to the point of engagement, or the team NASCARing in my direction instead of away from it, both help my team to win because I can tank damage for them and apply my considerable firepower where it has the maximum effect.

If the team chooses to do neither of the above then fine, I'll do my best for them anyway, but with the full knowledge that they're putting us all collectively at a disadvantage. A pointless, unnecessary disadvantage.

To all those light pilots who help out the assault lance as described, a very personal thank you from me because you give us all a better chance of winning.

#100 Kubernetes

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Posted 28 July 2015 - 10:33 AM

View Postbad arcade kitty, on 28 July 2015 - 09:55 AM, said:


so you basically say that being in the center allows you defend the center well

it's obvious, but there is no need to push that center at all from the very beginning; well, the only real need you may have to push it if it's skirmish, time is ending and you have less mechs

teams which hold center lose conquest all the time, i saw it multiple times, silly players on my team storm the center and die die die while smart ones cap and then hop, enemy rushes from the center but it's too late, they lost, they lose assault too if pugs are willing to cap the base, for skirmish, it's very hard to make pugs wait and don't push the center yeah



Yes, I'm talking about Skirmish. It's not just about defending the center, but that holding the center means you have interior lines to shift forces over to deal with localized attacks. Wherever the enemy attacks, you can have a local firepower advantage. In Conquest and Assault there are other objectives, which renders the central position less important. The same logic applies to Alpine and why all teams gravitate towards the H9 hill (on Skirmish). It's not just that it holds a height advantage, but that the team that holds it can attack in any direction quickly and in full force. Not holding it means an assault over open ground or sending a flanking force that can't be supported.

Edited by Kubernetes, 28 July 2015 - 10:36 AM.






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