Zuesacoatl, on 07 August 2015 - 04:46 AM, said:
Your ignorance is showing again.....
Fist, if not for the solo drops, teams of 8-10 would have a harder time finding a match quicly. It is the solo that tends to fill the voids cause by smaller teams joining. So if you start losing more and more soloist, your queue starts to climb higher and higher in time waiting to drop, again, I was there when it was 12 mans vs 12 mans only, long queue times, lost plenty of good teams.
Second, you assume I am a bad player, with bad mechs, and do not coop with the team I am on. That has to be your hang up because that is not me. When I play, I play with the team, I call drops or listen when someone tries to call them. i want to win. My problem stems from the games when a good 12 goes against a ragtag team of solos and small groups and forgets the notion of sportsmanship and camps them. Sure, if that 12 is defending, their only option is to wipe out the opfor to the last mech, i know that, but if they are the attackers and ignore the omega for pug duckhunt instead, well, that tends to be a bit on the epeen growing unsportsman side for me. You may not agree with it, but I am not forcing you to. I stepped out of CW because of it, not because I am bad, but because when your team is at the mercy of a great 12 that has no tact, it tends to get annoying.
So, what is your proposed fix here? ban 12 mans? ban groups at all? change human nature? For last 3 pages people were telling you that your primary weapon as a PUG is VOIP.
Let me tell you this another way. If your team does not coordinate with VOIP/TS/Mumble/Whatever and focus targets, even if every single PUG dropped 4xDragon-4N and the attacking 12 man would drop 4x XL Victors with AC2s, whey would still wipe the floor with PUGs and spawn camp them.
The fatal flaw i saw with PUG groups is the overwhelming fear. 75% of pugs will do everything in their power to have at least 5 friendlies between them and the enemy. The remaining 25% will rush 12 enemies with thier locusts or whatever. When i drop with 3 of my friends, and see pugs on my own team
staying in the dropzone with ERLL builds... that's jsut sad. And then score screen cames up with our lance having ~30 kills out of 48 and every one of us doing 2k+ damage and some pugs not breaking 300 damge in four mechs...
It's not the groups, it's not the maps, it's the bads. With bad mechs, and terrible "tactics" that they were indoctrinated with while dropping non-CW. The non-CW solo drops train you to be bad. To be super scared of having your mech destroyed. To not take risks. To use that medium mech as a shield for your assault. To ignore objective and team, because i need to squirrel after that spider-cookie. To fight lights with lights. To not pop that UAV/Airstrike because C-Bills. To not engage and wait until enemy is damaged by someone else and then to step in for easy score. And most importantly, to use ****** mechs and still be able to perform, because other team had even ******er mechs.
The opposite of every single one of those points is required to succeed in CW. And that does not include team coordination (which is ~60-70% of the job), only pilot-level ****-ups.
Edited by gloowa, 07 August 2015 - 07:39 AM.