Jump to content

Why Do The Nascar?


86 replies to this topic

#61 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 16 September 2015 - 06:22 PM

View Post1453 R, on 16 September 2015 - 05:52 PM, said:

And if escorting Jimmy Threenuts, who spent twenty seconds at match start standing stock still while he dithered with something else, then started vacillating about where to go and averaged half his actual top speed getting somewhere, gets the team caught out in a dismal spot by an enemy team that actually had their junk together, that 'considerable chunk of the team's tonnage' is directly and solely responsible for the team's loss.

It's why I hate Dire Whales. Well, allied Dire Whales. Gimme allied Warhawks every single time. Whales tend to be driven by people who hate moving and feel like they're entitled to dictate the location of the battle by dint of having fifty tons of guns, and invariable they want the location of the battle to be "my spawn point." They cannot seem to comprehend the enormous value of Hustling Their Freaking Hams and getting somewhere the enemy can't strike them to death or pound them with sniper fire.


#NotAllDirewhales

But seriously. Movement is good. But straight up NASCAR, running counterclockwise from the get go no matter what, is profoundly stupid.

Did your assaults spawn on the left? Yes, move. Go LEFT. Don't run right then cry because your assaults did nothing in the match. I'm always about personal responsibility in matches, but:

As a Direwolf pilot, I'm always moving from touchdown, and you'll never see me complaining of being left behind. I never am left behind, in fact. However, with limited torso twist, I cannot bring my guns to bear at all if I'm to keep up. This means, if our lead elements in NASCAR do poorly, we've already lost the match before its even possible for me to fire a shot.

I'm familiar with that match - it ends with me having a huge score, and the rest of the team doing miserably, not because they were bad individually but because they made a very serious tactical error stringing out too far. That's on them, I did everything I could, but my mech only goes as fast as it goes. They knew they had 100 tons of armor and weapons behind them - not even far behind - but they chose to race forward as fast as they could regardless. That is 100% their error, not mine. All they had to do was keep moving, but a little but slower, so I could bring my weapons and armor to bear. My Direwolf can eat a lot of fire, and will eat a lot of fire, if people just ease up and read the situation rather than always rushing blinbly like morons.

But that's just it. NASCAR isn't a good tactic. Camping isn't either, but those aren't the only options. You can be mobile without leaving your most potent mechs behind.

But as I said in the beginning of this thread, people NASCAR not because its good, but because a bad plan leads to more success than disorganisation.

Thus:

NASCAR vs NASCAR: Faster team and/or better spawns wins. Call it 50/50 overall.
Unorganzied vs unorganzied: highly random. Call it 50/50 overall.
NASCAR vs Unorganzied: NASCAR wins. Thus, where the common options are NASCAR or random unorganzied play, NASCAR is a winning strategy.

Note that you can replace NASCAR with basically any strategy in the logic above and it still holds true, even very poor ones.

The problem with NASCAR is its is ONLY an effective strategy if you have the right team composition AND spawns. Otherwise, it beats disorganised play but nothing else. And losing because your team went NASCAR when the circumstances where not good for it sucks in a big way.

#62 Mechwarrior Buddah

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,459 posts
  • LocationUSA

Posted 16 September 2015 - 08:42 PM

I cant remember the guy who asked the question or Id mail him this link to be educated XD

#63 1453 R

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 5,578 posts

Posted 16 September 2015 - 10:19 PM

View PostWintersdark, on 16 September 2015 - 06:22 PM, said:

#NotAllDirewhales

But seriously. Movement is good. But straight up NASCAR, running counterclockwise from the get go no matter what, is profoundly stupid.

Did your assaults spawn on the left? Yes, move. Go LEFT. Don't run right then cry because your assaults did nothing in the match. I'm always about personal responsibility in matches, but:

As a Direwolf pilot, I'm always moving from touchdown, and you'll never see me complaining of being left behind. I never am left behind, in fact. However, with limited torso twist, I cannot bring my guns to bear at all if I'm to keep up. This means, if our lead elements in NASCAR do poorly, we've already lost the match before its even possible for me to fire a shot.

I'm familiar with that match - it ends with me having a huge score, and the rest of the team doing miserably, not because they were bad individually but because they made a very serious tactical error stringing out too far. That's on them, I did everything I could, but my mech only goes as fast as it goes. They knew they had 100 tons of armor and weapons behind them - not even far behind - but they chose to race forward as fast as they could regardless. That is 100% their error, not mine. All they had to do was keep moving, but a little but slower, so I could bring my weapons and armor to bear. My Direwolf can eat a lot of fire, and will eat a lot of fire, if people just ease up and read the situation rather than always rushing blinbly like morons.

But that's just it. NASCAR isn't a good tactic. Camping isn't either, but those aren't the only options. You can be mobile without leaving your most potent mechs behind.

But as I said in the beginning of this thread, people NASCAR not because its good, but because a bad plan leads to more success than disorganisation.

Thus:

NASCAR vs NASCAR: Faster team and/or better spawns wins. Call it 50/50 overall.
Unorganzied vs unorganzied: highly random. Call it 50/50 overall.
NASCAR vs Unorganzied: NASCAR wins. Thus, where the common options are NASCAR or random unorganzied play, NASCAR is a winning strategy.

Note that you can replace NASCAR with basically any strategy in the logic above and it still holds true, even very poor ones.

The problem with NASCAR is its is ONLY an effective strategy if you have the right team composition AND spawns. Otherwise, it beats disorganised play but nothing else. And losing because your team went NASCAR when the circumstances where not good for it sucks in a big way.



If 'NASCAR' is described as "turn counterclockwise and proceed at maximum possible individual speed in large circle", then yes, agreed. The skirmishing elements shouldn't outstrip their fatbros by much more than ten, fifteen seconds' approach time - if it takes your fatbros much longer than fifteen seconds to get to where you're skirmishing, you're overexposed and are about to be in some serious trouble.

Heh...I suppose my thing is that whenever I've encountered the term, it's been used to describe "any battle in which the team is moving instead of stationary behind a rock fort somewhere". I pilot mediums and quick heavies - I do not want to take the enemy's attack standing still under just about any ordinary circumstance. I am, frankly, of the opinion that even Whales don't really want to do that - even the Whale's lead-footed plodding excuse for movement is better than being a stationary target. Yet I get so many games where the Whale drivers just...assume we're there as ablative barricades around their Gauss turret. Yes, this is likely just because I'm a T4 loser, but I really would honestly rather the game get a little NASCAR-y than watch Whales beach themselves on either side and see who flinches last.

I'll take what we have right now a thousand times over what we had back in the Toaster Pastry days, and I think pretty much everyone would agree.

#64 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 16 September 2015 - 10:25 PM

View Post1453 R, on 16 September 2015 - 10:19 PM, said:

If 'NASCAR' is described as "turn counterclockwise and proceed at maximum possible individual speed in large circle", then yes, agreed. The skirmishing elements shouldn't outstrip their fatbros by much more than ten, fifteen seconds' approach time - if it takes your fatbros much longer than fifteen seconds to get to where you're skirmishing, you're overexposed and are about to be in some serious trouble.

Heh...I suppose my thing is that whenever I've encountered the term, it's been used to describe "any battle in which the team is moving instead of stationary behind a rock fort somewhere". I pilot mediums and quick heavies - I do not want to take the enemy's attack standing still under just about any ordinary circumstance. I am, frankly, of the opinion that even Whales don't really want to do that - even the Whale's lead-footed plodding excuse for movement is better than being a stationary target. Yet I get so many games where the Whale drivers just...assume we're there as ablative barricades around their Gauss turret. Yes, this is likely just because I'm a T4 loser, but I really would honestly rather the game get a little NASCAR-y than watch Whales beach themselves on either side and see who flinches last.

I'll take what we have right now a thousand times over what we had back in the Toaster Pastry days, and I think pretty much everyone would agree.


Fair enough. The problem is that in most matches on Caustic, what you described is exactly what happens - the teams spread out by speed like a string of pearls, each hoping the other side is stupider than they are.

Don't camp, stay on the move and keep pushing. The team that pushes best wins, every time. It's just a matter of having enough people with the balls to get shot a bit to drive a win.

#65 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 16 September 2015 - 10:44 PM

Quote

Fair enough. The problem is that in most matches on Caustic, what you described is exactly what happens - the teams spread out by speed like a string of pearls, each hoping the other side is stupider than they are.

Don't camp, stay on the move and keep pushing. The team that pushes best wins, every time. It's just a matter of having enough people with the balls to get shot a bit to drive a win.




well like i said in my first post in the thread; people apply always the simplest nascar version;



pro tip:

if the enemy is pushing faster than your team around the caldera, as you can imagine - teams tend to just try and move in a circle faster around the caldera. this is not the best choice; the best choice when you are losing nascar is to actually get behind them from the top side, this is like making a "nascar short lap" you swing around by a shortcut and end up behind em faster.
going through top = shorter lap of nascar. but you need to time this right. a moment when their forces cannot intercept or see you do this maneuver cutting thru the middle of caldera.
it can swing the momentum in caustic valley.

use it well

whoever does the shorter lap ends up behind the enemy, after all -

Edited by Mazzyplz, 16 September 2015 - 10:48 PM.


#66 1453 R

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 5,578 posts

Posted 16 September 2015 - 10:52 PM

Better idea - stop NASCARing, turn your sleazy carcass around, and reinforce the rear. It's Caustic - you're never not fifteen seconds from the fight if you pay any remote attention and The Fight is in the usual place about ten feet below the lip of the caldera. if you're being overtaken, then turning around and punching your overtakers in the teeth is your best recourse. After all, usually that situation is Your Fatbros vs. Their Lightest Skirmishers. All the fatbros need is a little bit of decent cover fire to get themselves turned around and situated, and suddenly the free lunch your enemy was expecting has turned into an anvil.

That's the part I wish more people would understand - if something's not working, don't keep doing it just because your own personal ass isn't taking damage. It's MWO, you will take damage. You can take it in a heavy fight, where you may be able to turn the tide and Save Your Fatties, or you can take a lot more damage, and do a lot less in return, when the enemy rolls over you like a fifties steel vacuum cleaner after dropping all your fatbros to secure a four-man, 300+ ton advantage.

It's give and take - you fatbro jocks need to FREAKING MOVE when you have a chance, and if you fail to do that then I'm not responsible for your inevitable humiliating failure. But if you do move, and you're doing your job, then it's not your fault if the skirmishers overextend and get flattened because the other side knew when to stop and punch rather than keep running.

#67 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 16 September 2015 - 10:53 PM

turning around is good when the team is not all spread already. by the time they come back to get to the atlas it will have been rolled by 8 mechs and you will be the next to get trampled

#68 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 16 September 2015 - 11:09 PM

View PostMazzyplz, on 16 September 2015 - 10:53 PM, said:

turning around is good when the team is not all spread already. by the time they come back to get to the atlas it will have been rolled by 8 mechs and you will be the next to get trampled
yeah, that's where the problem lies. If you turn and fight, and your team is extended in a long string, you will almost certainly die. Your mid and lead ends of the string continue along counterclockwise, and you and maybe the 2-3 other slower mechs are left facing their light elements quickly reinforced by their heavier elements. Realistically, unless their team is very bad, you WILL die.

Worse, what happens is their team compresses down from its string as they push into you and your other fatbro allies, then the lead elements of your string encounter them all nicely deathballed.


#69 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 16 September 2015 - 11:13 PM

View PostWintersdark, on 16 September 2015 - 11:09 PM, said:

yeah, that's where the problem lies. If you turn and fight, and your team is extended in a long string, you will almost certainly die. Your mid and lead ends of the string continue along counterclockwise, and you and maybe the 2-3 other slower mechs are left facing their light elements quickly reinforced by their heavier elements. Realistically, unless their team is very bad, you WILL die.

Worse, what happens is their team compresses down from its string as they push into you and your other fatbro allies, then the lead elements of your string encounter them all nicely deathballed.


well i know because that's what i wrote but i wrote a solution for this as well

#70 Yozaa

    Member

  • PipPipPip
  • Philanthropist
  • 73 posts

Posted 17 September 2015 - 12:59 AM

NASCAR like any tactic has application in certain situations, like any other tactic (push, hold, firing line, death ball, flanking capping etc) there is a time, place and situation when its most effective.

It's just another tactic available in a teams tactical toolkit. The problem lies when a tactic is applied incorrectly or in the wrong situation.

However this is a general rule only, there are exceptions. For instance a bad tactic executed well and with vigor often wins games and a good tactic executed poorly loses games.

The tactic is only half the equation.
Tactic + no teamwork = Lose
Poor Tactic + supreme teamwork = win

Using the same tactic over and over without reading the battlefield and changes to battlefield conditions, and without then adjusting accordingly will not ensure victory.

Edited by Yozaa, 17 September 2015 - 02:22 AM.


#71 Moldur

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,234 posts

Posted 17 September 2015 - 01:05 AM

Why? BECAUSE PEOPLE WANTED TO TAKE TURRETS OUT. ASSAULT USED TO BE THE ONLY SAFE HAVEN FROM THIS ********.

******* ****. IF IT'S NOT ONE THING IT'S THE OTHER. I give up.

#72 Cyborne Elemental

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,986 posts
  • LocationUSA

Posted 17 September 2015 - 01:07 AM

Because people are too chickenshit and uncoordinated to stand and fight.

#73 Kavoh

    Member

  • PipPipPipPipPipPip
  • 327 posts

Posted 17 September 2015 - 01:13 AM

I have a hard time taking any nascar complaints seriously anymore tbh. There are some legit concerns when people leave assaults behind and basically kill off 4-5 mechs of their own team before they stop and fight, but lately (well... in the past I should say) I have had a lot of players raging in game SCREAMING about people "nascaring' every time they even so much as change positions or move into better positions to hammer exposed mechs. The actual complaints have become so diluted with people wanting to cry "nascar" just so they can say they experienced it, thats its hard to tell if it even happens most games.

#74 Red Shrike

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,042 posts
  • LocationThe Rock

Posted 17 September 2015 - 01:47 AM

View PostRushmoar, on 16 September 2015 - 06:16 PM, said:

It comes down to map design. Stick a mountain right in the middle of a map. What do you expect? Look at others like Caustic Valley. The high ground is in the middle but it is too hot so we run around the sides. Also if you fight on the edges of this map you will just trap yourself there. No real allys to use to flea from the enemy or to sneak around because the enemy will spot you easily. So nascar it is. Also River City. PGI stuck a Base and a cap point too close to the Citadel so we still flock to it and nascar there most of the time as well.

Map design.

In my eyes, the reason people flock to the citadel (me included) is because of TTK. The DPS on mechs is so high these days (I'm looking at you Dire Whale) that all you have to do is expose yourself for 3 seconds and you'll get alpha'd by at least 3 enemy mechs. So in order to live longer, people find the biggest piece of cover they can find and hide behind it hoping the enemy goes away. Which in the case of River City is that citadel.

#75 Davegt27

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,028 posts
  • LocationCO

Posted 17 September 2015 - 03:06 AM

Why do we NASCAR

Posted Image

It is to use the terrain for cover

As you move on this map and others the slope of the hill allows the exposure of a few enemy at a time

Edited by Davegt27, 17 September 2015 - 11:22 AM.


#76 V O L T R O N

    Member

  • PipPipPipPipPipPip
  • The People's Hero
  • The People
  • 318 posts
  • LocationThe Flat and Motionless Earth

Posted 17 September 2015 - 04:26 AM

Nascar is almost impossible to avoid because of the way the game is built. Fast mechs capitilize on slow mechs, the maps are small with a center focus for hte most part. Flanking is a huge part of the game. Most peoples builds are on the right side of their mechs. Also the spawn points are shite causes people to rush to kill or push from where the assaults are. So with all these combind you have nascar. If you cant hang in nascar it means you are terrible.

#77 Thorqemada

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 6,389 posts

Posted 17 September 2015 - 04:31 AM

Citadel also allows support moves to all driections on the side of the map - you have cover, sight and can reach all Points of the urgent parts of the map on your side in a reasonable timespan - and usually if a push of the enemies is successful ist along the citadel road and not along the upper City - probably its easier to multiplicate firepowerr along that way for either side.

#78 Melon Lord

    Member

  • PipPipPipPipPip
  • 119 posts

Posted 17 September 2015 - 08:10 AM

Everyone here who is saying nascar should stop and everyone who does it are idiots are literally saying "lights should not have fun and/or take advantage of their strengths. They should stand still like idiots so us assaults can have fun and take advantage of our strengths".

Nascar works, but you have to use your noggin. Lights spawn right, assaults middle and enemy assaults spawn left? If lights don't nascar they don't know what they're doing. Reverse it, assaults spawn left, lights middle and enemy lights spawn right you should stick with assaults. If both teams lights spawn right and both team assaults spawn left and both nascar that's just going to be a game where lights get some fun and usually team with the best lights win. Sorry assaults, you can't have every game revolve around you. Pug life.

Also those who don't stick with the assaults when the situation clearly demands it are just as annoying as the assaults who whine about nascar if the whole team doesn't make them the center of the universe.

Edited by Melon Lord, 17 September 2015 - 08:13 AM.


#79 L3mming2

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,304 posts

Posted 17 September 2015 - 08:13 AM

View PostMechwarrior Buddah, on 15 September 2015 - 11:03 PM, said:

Guy asked me this on Crimson straight and I had no real answer for it. Why DOES one team run through the saddle and one team run through the city?

Why DO we NASCAR?


it works 50% of the time

#80 Fate 6

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,466 posts

Posted 17 September 2015 - 08:33 AM

View PostAlistair Winter, on 16 September 2015 - 01:39 AM, said:

Posted Image


In MWO, flanking always means circling the enemy. This misconception leads to NASCAR. "omg we're being flanked! Flank their flank!"
If a team is lined up East-west facing North and your team comes at them from the west then suddenly the Eastern flank is out of position.

NASCAR strat exists because of 12v12. That many mechs is forced to spread out a bit. If your team is immobile then you risk losing mechs on one side of your formation if the entire 12 enemies are in motion on that flank. Basically, NASCAR punishes people who lack map awareness and then takes advantage of the snowball nature of no-respawn combat.

It's actually a somewhat similar strategy to when people in CS:GO say "everyone rush A site". The resulting 5vX can often snowball the round.

A team pushing across the caldera in caustic is the perfect example of why Nascar is dominant.





10 user(s) are reading this topic

0 members, 10 guests, 0 anonymous users