oldradagast, on 23 January 2016 - 06:58 PM, said:
That's my biggest problem with the map: "It forces teamwork." "It requires scouting." "It plays like no other map."
So you're saying that new maps should look/feel/play like every other maps? Because that's exactly what it sounds like you're saying.
Not trying to be a **** or put on too much snark, that is what it sounds like you're suggesting.
I am going to be clear: MechWarrior: Online is a TEAM-BASED game. Regardless of what mission/mode you're playing on. It's a shame that PGI has done a terrible job of ensuring that everyone who plays this game completely understands this key, fundamental aspect of this game.
...and it doesn't help at all that PGI has done a lackluster job of facilitating this fact via maps, in-game comms, etc. which has turned around and created/allowed for a lot of bad habits and a certain mentality in this game.
oldradagast, on 23 January 2016 - 06:58 PM, said:
Yeah, I get that - but if the other 11 guys on my team don't, I die, lose, and get trash for rewards. Heck, all the other team needs is really 1 or 2 more guys on their team who "get it" and they win. It reminds me way too much of why I hate CW - the game is decided by the match pairings at the start vs. actually PLAYING the game.
Then take command and try to guide these other 11 guys. A lot of people will wander around and do their own thing because they lack any real instruction. As soon as someone starts taking charge and commanding/coordinating, they will more than likely start following orders, just because any strategy is better than no strategy.
...and at the very worst, none of the listen to you, but hopefully you will be able to educate some of those guys so that they "get it" as well. You just have to know how to communicate with them.
oldradagast, on 23 January 2016 - 06:58 PM, said:
Up against a team full of LRM's with good scouting and NARC? Congrats - on Polar Highlands, that's basically an auto-loss for your team unless you happen to bring the same thing or have a tightly coordinated group of scouts and brawlers who will push hard on command... which does not happen in the solo queue. It's not much different than being part of a PUG and being paired against a 12-man in CW; you lost before the match started.
If you have 1-2 good scouts with NARC/TAG and 1-2 LRM boats, or most of the team has an LRM launcher as a supplementary/backup weapon, it doesn't matter what map you're on, you're going to get rekt...as long as they're all working together as a team.
And that whole 12-Man thing is BS in CW. 12-man teams are beatable. I have beat 12-man teams as a PUG. The *ONLY* thing that they have on PUGs is they have coordination. PUGs can pick that up too, but they have to drop that 'Rambo' mentality and start thinking/acting like a team. Heck, FRR does it all the frikkin' time.
oldradagast, on 23 January 2016 - 06:58 PM, said:
A map like this simply is not fun to play in solo queue because you are heavily at the mercy of the luck of the draw with your team mates, far more so than on other maps: scouting, LRM's, ability to push a coordinate brawl, etc. In a group-queue only environment, this map would work, but for solo play, it is horrible.
Are you kidding? I have had great luck with this map, as a Solo. And I have mostly been doing brawling.