oldradagast, on 25 January 2016 - 05:17 AM, said:
You miss the point entirely. Explain to me how making a map where teamwork overrides everything else works well in a game mode where I have ZERO control over ANY aspect of my team?
Well, the first thing you do is *STOP* thinking about yourself for one thing. The fact that you feel that you need or want some sort of control is telling that you're thinking this is all about you.
So the way I see it, you're missing the point of this game at the most base level.
oldradagast, on 25 January 2016 - 05:17 AM, said:
Their builds, their skills, their interest in communicating and following a plan - zip. That's just nuts and you know it. The fatal flaw with Polar Highlands is that it is brutally unforgiving any ANY mistakes: poor teamwork, lack of appropriate load-out for that map, poor scouting, etc. Various self-proclaimed "elite" players and those who think that MWO should be "just like real war!" thinks this is wonderful, while ignoring the fact that in no "real war" or "skillz game mode" anywhere are teams determined by being pulled randomly out of a hat.
No, what's insane is anybody trying to control these things. Instead, what should be happening is you should be trying to make things work. Again, you are showing me that you are far more concerned with personal victory and couldn't give a crap about the other 11 players that you're playing alongside.
Again, I do not find a map that is brutally unforgiving to be a bad thing by any means. It forces people to adapt how they do things, or they die. It's that simple.
With regard to load-outs: There is no "appropriate loadout". Many players have found success using long-range sniping, LRMs, Scouting, close-range brawling, you name it. There is absolutely *NO* reason why you cannot take your favorite mech and loadout onto this map and be successful.
With regard to poor scouting: I honestly don't expect there to be *good* scouting for awhile yet. This is because, so far, this is the only map that actively *encourages* scouting. For too long, Light pilots have not run scouts, and those that have were punished for doing so because the map didn't support it, or they supported it differently. Nevermind the fact that part of being a good scout is communicating with your team.
With regard to the "elite players": I think what a lot of folks are saying by the 'Real War' comment is the nature of the terrain, the reliance on combined arms (requiring both long range, short range and support components), requiring various roles (sniper, support, scout, etc.) and the fact that this isn't some sort of 'Arena team-death-match' and that the terrain makes some sort of sense.
I will agree however, that you are right in your statement that teams are randomly assigned in real war. This is a very true statement, and I agree with it. HOWEVER, this is also a team-based game. This means that you work with your team and what they have and you try to make the most of it. This means you put your ego aside and learn to not go off playing Rambo. It means that you use the tools that PGI has given us to communicate (such as the are) to let your team know what's going on.
oldradagast, on 25 January 2016 - 05:17 AM, said:
I'm damned tired of: - The other team has LRM's, we don't - we lose
Learn the terrain. Don't poke out. There are plenty of trenches and areas that both provide concealment *AND* cover. You won't find them running up the middle like an idiot though.
oldradagast, on 25 January 2016 - 05:17 AM, said:
- The other team has scouts, and we don't (or our scouts don't feel like scouting) - we lose.
Then pay attention to what's going on around you. If there's some stupid amount of LRMs, that means there's a scout somewhere, let people know about it. If necessary, go and hunt it down yourself.
oldradagast, on 25 January 2016 - 05:17 AM, said:
- The other team does NOT have several assault mechs cobbled into horrible LRM boats that have decided to sit 900m away from the fight, so we lose
That's just bad LRM-boating there... I mean, yes, you can make an Assault mech an LRM and it can be devastating...but they shouldn't be that far away from the fight. But you can't help that...what you *CAN* do is not let those guys be 900m away from the fight. You do this by paying attention to where they're at and staying with them. Yes, that means you are forcing the enemy to come to you. So what? Make the most of it and dictate where you are fighting and set up accordingly.
oldradagast, on 25 January 2016 - 05:17 AM, said:
- The other team has 1 NARC'er, we don't, so we lose
Just like with that whole scout thing, if you are paying attention and see that guy, let people know or take care of it yourself. Also, there is this really REALLY neat feature in the game. It lets you actually see what an enemy mech is equipped with. It's a beautiful thing really. Maybe you should look into it? Because, you know, that would help you find that NARCer. Oh, and as I mentioned before, there are areas that have sufficient cover from LRMs, but it's not in the middle, it's off to the far left/right of the map...which means to make use of it, you have to, you know, actually maneuver and do something other than charge up the middle.
oldradagast, on 25 January 2016 - 05:17 AM, said:
I have no control over any of it; even if I bring a mech to cover one of the many need roles on this map, the others are still up to the whim of the random matchmaker, which means too many games are decided before the match begins - heck, it's just like many CW games. And that's why I think this new map is garbage; how can you demand teamwork in a game mode with zero control over your team?
Again, you're biggest mistake is *trying* to control it. Stop that. Instead of trying to control something, try to work with what you've got. Because this map requires a different mindset, try communicating to your teammates. Make suggestions. Put on the Gold Star and actually start issuing orders. You know, start acting like a bloody team
. . . .
...you know what? I think I'm about done with you on this topic.
I asked this of you before, but it did not answer the question directly, but through your responses, I feel that I have received the answer. It's not the answer I wanted (because I had honestly hoped you were better than that), but that's just how things are. Every single statement that you have a problem with on this map can be mitigated, if not outright removed by proper maneuvering and adjusting of the style of play, and you seem unwilling or unable to see this and make the appropriate adjustments. You seem more fixated on yourself than the greater whole. This leads me to the conclusion that yes, you would very much prefer that a team-based game should not have team-based maps that encourage and demand team-based play.
That's fine if that's what you like, but you should be self-aware enough to know that's what you want, and I will just have to agree to disagree.