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New Cw Players: Please Don't Throw Your Mechs Away!

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#1 pattonesque

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Posted 15 September 2015 - 10:46 AM

I've been playing a lot of solo CW lately (wanted that last mech bay), and what comes with that is a lot of games with newer players. That's cool and all, right, 'cause we all have to learn somewhere, but one thing that I've noticed a lot in CW is the following behavior:

A player gets killed early in a wave, launches into his second 'mech, runs in aggressively and gets killed again, launches into his third 'mech, runs in aggressively and gets killed again, launches into his last mech, runs in aggressively and gets killed again.

Total time elapsed: maybe 12 minutes. Everyone else is on their second or third 'mechs.

It's totally fine if you get killed early in a wave, right. You get caught out, catch a lot of fire, maybe you get headshot. Happens to all of us. But what you have to understand is that if you run through all four of your 'mechs early, your team is suddenly down to 12 v. 11 -- which rapidly turns into 12 v. 10, then 12 v. 8, then 12 v. 4, then nothing. It snowballs quite quickly.

This is pretty easy to avoid: if you happen to be the first one to die in a wave, hang back a bit. Don't go charging in trying to make up for it, because then you'll make mistakes and things will get even worse. You should be losing your 'mechs at roughly the same rate everyone else is -- first mech at up to 12 kills, second at up to 24, third at up to 36, and fourth in the final wave up to 48.

If you keep this in mind, I promise you that you'll win more often and have more fun :)

#2 DarkMetalBlade

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Posted 15 September 2015 - 12:51 PM

Have you also taken into account the opposing team's composition?? If they're a unit-fielded 12-man group & you're all a bunch of cobbled-up PuGs, chances are you'll get people wanting to bail out quickly.

You see, most of the time, if an organized 12-man all hailing from the same unit goes up against a PuG, the match is decided before it has begun almost the entire time, & a match decided at the pairing translates into a fertile breeding ground for defeatism.

Thus, it makes people just want to find a way to end this mismatch as quickly as possible.

#3 Red Shrike

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Posted 15 September 2015 - 01:05 PM

View Postpattonesque, on 15 September 2015 - 10:46 AM, said:

I've been playing a lot of solo CW lately (wanted that last mech bay), and what comes with that is a lot of games with newer players. That's cool and all, right, 'cause we all have to learn somewhere, but one thing that I've noticed a lot in CW is the following behavior:

A player gets killed early in a wave, launches into his second 'mech, runs in aggressively and gets killed again, launches into his third 'mech, runs in aggressively and gets killed again, launches into his last mech, runs in aggressively and gets killed again.

Total time elapsed: maybe 12 minutes. Everyone else is on their second or third 'mechs.

Except I seem to be having the exact opposite. No one is willing to push forward. Everyone is just sitting in cover and looking at each other going "Alright, you first." all the while the lack of ECM support means they'll be tanking LRM salvo after LRM salvo.

I had a game recently where everyone was pushing through the gate, and about 100 meters in, everyone froze. No one wanted to take the fight to the enemy out of fear of losing his/her mech. We lost that one.

Edited by Timberwolf581, 15 September 2015 - 01:05 PM.


#4 Leone

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Posted 15 September 2015 - 07:42 PM

I play to engage mechs in awesome mech on mech warfare. When I drop in CW, two things will happen. Either, the team will formulate some plan, or we all go our own way. If there's a plan, I'll follow it, if we go our own ways, my way is engage the enemy. I do not have fun on games involving fifteen minutes of waiting until someone decides to do things, but, first mech in, I give to the team. It is a team game, and that is a sacrifice I am willing to make.

When we meet the enemy, I engage, soldier on until I die, and then, I get my second drop. Here, more decisions hafta be made. and these decision will be based on what happened to my first mech.

Did our drop commander throw away my mech? Did my team refuse to support me? If the answers here are yes, well, then, second mech is mine, an I will damn well put it to better use than giving my opponents a free kill. Otherwise, its back to the lines, following the calls and soldiering on.

This does mean there are maps where fifteen minutes in and I'm already out, but you know what? Those last few mechs? You bet I had fun with em. If you want people to not throw their mechs away, I support this. But you must understand, aggression is the key to victory. Instead of wondering what the aggressive player is doing that keeps getting them killed, ask yourself what you could have done that could have helped them. Yes, sometimes the mech is lost due to foolhardiness. But sometimes, sometimes it is excessive caution that has doomed it.

~Leone.

Edited by Leone, 15 September 2015 - 07:42 PM.


#5 LordNothing

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Posted 16 September 2015 - 06:05 AM

most of the players who are out of mechs barely 10 minutes in are likely new to cw if not the game. its a good idea to share ones expertise with those players, that cw is very unforgiving to occasional lapses in judgement. its better to correct them early before they loose their last mech 9 minutes in, blame the team and leave hostile. so if you see someone with 2 mechs less than everyone else, politely tell them to stay in the rear for the rest of the game.





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