Jump to content

That Moment When You Know You Are Heading To A Loss


76 replies to this topic

#21 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 01 February 2016 - 08:41 PM

View PostAlistair Winter, on 01 February 2016 - 08:20 PM, said:

I swear to god, Tier 2 is the new underhive. The last week has been a nightmare. Really struggling to be a nice person on the internet, and failing hard.


Tier 1 isn't that much better.

#22 SQW

    Member

  • PipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 1,039 posts

Posted 01 February 2016 - 08:43 PM

View PostWolfways, on 01 February 2016 - 08:35 PM, said:

Tier system doesn't work. It has little to do with player skill.


Functionally, the tier is not reflection of skill but rather how long you've played. So, you'd assume someone who's put in enough hours to reach Tier 2 or 3 would have at least developed the appropriate muscle memory than someone who is equally incompetent but minus the muscle memory down in Tier 5.

Not 100% reliable but better than nothing.

#23 Wolfways

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Mercenary
  • 6,499 posts
  • LocationIn a shutdown overheated mech near you.

Posted 01 February 2016 - 08:48 PM

View PostSQW, on 01 February 2016 - 08:43 PM, said:


Functionally, the tier is not reflection of skill but rather how long you've played. So, you'd assume someone who's put in enough hours to reach Tier 2 or 3 would have at least developed the appropriate muscle memory than someone who is equally incompetent but minus the muscle memory down in Tier 5.

Not 100% reliable but better than nothing.

It's not even an indication of how long you've played, unless you only use mechs that are about equal in balance.
Most matches my PSR raises slowly. If I use my JM6-S it raises fast. If I use my CPLT-K2 it raises incredibly slowly, or more likely drops because my team are basically 1 mech down from the start.

#24 SQW

    Member

  • PipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 1,039 posts

Posted 01 February 2016 - 08:49 PM

View PostEl Bandito, on 01 February 2016 - 08:38 PM, said:

When half the team chases that Locust. Posted Image


Oh yeah. It was amazing watching every blue blip do a 180 in unison on the mini-map. Amazingly, I think we won that game in the end. Just to show no matter how hopeless your team might be, the other side can always plunder the depth of incompetence even more.

#25 Clownwarlord

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,410 posts
  • LocationBusy stealing clan mechs.

Posted 01 February 2016 - 08:50 PM

Another time I notice a lose coming my way is when I see my team go down its 3 heaviest mechs, because they got flanked when the team does its nascar. I know some people say it is their fault (as in the heaviest mech's) for not moving right at the start, but then I also know some mechs just are slow at 48 kph or 52 kph and they just can't keep up with the majority of speed their team might have. Some teams never take it into account their team members nature mechs' abilities.

So when you lose those big mechs right at the start in a nascar (or any game style) you can never overcome that due to the armor not being their to spend in pushes or holding a line to flank somewhere else.

My suggestion to help limit this would be PGI dropping all the lances in the same spot instead of having them spread out to prevent the nascar death of slower mechs that might be dropped off randomly on the wrong drop point. I also know Russ mentioned giving the commander the choice of where people drop but even then that can get screwed up in solo cue with trolls so just dropping everyone in one location would just solve that.

#26 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Messenger
  • The Messenger
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 01 February 2016 - 08:53 PM

When the team is strung thin, and part of that string meets the full force of the other team.
So it's 12 v 5 and the other half the team decides to F off and take a private city tour.
But oh no, when it's time to fight, don't all go in covering each others backs, just go in one at a time! Don't regroup or anything just Rambo it and get shot down in 3 seconds!

Good job, you sustained 600 damage and only dealt 20.


it's those games. And you can just tell that's going to happen when you give the warning "INC from X#!"... no response and everyone plays follow the leader.
"Need defense on X#, they're going to start attacking the tail"
No response, except from the ones who got shot.
That kinda BS, is what you see and you might as well ALT+F4 and go to sleep. Being at work is less stressful than this game, more often than not lol.

View PostDeathlike, on 01 February 2016 - 08:41 PM, said:


Tier 1 isn't that much better.

It's like PSR isn't working or something...
lol

#27 Mech Jager

    Member

  • PipPipPipPipPip
  • The Money Maker
  • The Money Maker
  • 122 posts

Posted 01 February 2016 - 08:54 PM

Somebody calls to hold locks for LRMs. I have seen good aggressive lrmers, but they know the story. Asking others to take damage so you can get good damage in a loss is a no win.

#28 William Pryde

    Member

  • PipPipPipPipPip
  • The Sickle
  • 103 posts

Posted 01 February 2016 - 09:17 PM

When I go off to scout in my ECM light and a few assaults and/or heavies decide to follow, I usually get a feeling that the game will end fairly badly.

#29 SQW

    Member

  • PipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 1,039 posts

Posted 01 February 2016 - 09:20 PM

View PostMech Jager, on 01 February 2016 - 08:54 PM, said:

Somebody calls to hold locks for LRMs. I have seen good aggressive lrmers, but they know the story. Asking others to take damage so you can get good damage in a loss is a no win.


To be fair, it's almost impossible to hold locks at the initial exchange.

1. Unless I see missiles flying at my target, I'm not going to expose myself for another 5sec to see if a team member might toss a few LRMs its way.

2. A lot of times the target will immediately go into cover so 1 salvo is all you'll get.

The kind of dream scenario for LRMs only happens towards the 2nd half of the match when there are chance to flank or if the other side has a rambo noob (ramboob?).

#30 Xavori

    Member

  • PipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 792 posts

Posted 01 February 2016 - 09:27 PM

View PostSigilum Sanctum, on 01 February 2016 - 07:49 PM, said:


This happens every goddamn time on River City on Skirmish or Assault. I'll immediately make the call to take D4 Upper City, and then every ******* TIME I get ignored. EVERY ******* TIME the enemy team crosses the bridge and flows down D3 like Overlord dropship just vomited its payload and glasses all of us.

I go out of my way to tell the team how stupid they are for this every time this happens.


Yes. Insulting people as leadership...just like they Army taught me at West Point.

Except the opposite of that.

Also, I rarely use any leadership stuffs personally because chaos amuses me greatly.

However, if you actually want people to follow you, I might suggest that instead of using simple "Go here; do this" type orders like many lesser militaries do, you might try American style orders which are "Go here, do this; BECAUSE..." You'd be amazed at how much better things work when you explain why you are giving the order. First, you head off questions. Second, you 'sell' your order. Third, you give your troops information to make adjustments to your order on the fly to accomplish the because even if they can't follow your order to the letter because the situation dictates otherwise.

(That last part is really what makes the US military so freakin' amazing out in the field. When you know why you are doing something and realize you can't meet the specifics, you are not just allowed, but expected to adapt and overcome in order to accomplish the "why")

#31 Sigilum Sanctum

    Member

  • PipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 1,673 posts
  • Twitter: Link
  • LocationSouth Carolina

Posted 01 February 2016 - 09:32 PM

View PostXavori, on 01 February 2016 - 09:27 PM, said:

However, if you actually want people to follow you, I might suggest that instead of using simple "Go here; do this" type orders like many lesser militaries do, you might try American style orders which are "Go here, do this; BECAUSE..." You'd be amazed at how much better things work when you explain why you are giving the order. First, you head off questions. Second, you 'sell' your order. Third, you give your troops information to make adjustments to your order on the fly to accomplish the because even if they can't follow your order to the letter because the situation dictates otherwise.

(That last part is really what makes the US military so freakin' amazing out in the field. When you know why you are doing something and realize you can't meet the specifics, you are not just allowed, but expected to adapt and overcome in order to accomplish the "why")


After playing for almost 2 years (this march) I explicitly do this every time. I very carefully explain why hanging around the Cooling towers or heading to Citadel is a bad idea.

It doesn't change a thing.

#32 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 01 February 2016 - 10:07 PM

View PostTed Wayz, on 01 February 2016 - 07:15 PM, said:

Doesn't always happen, but invariably there are times when you just know your team is headed for a loss. What are your tipping points?

Oddly enough a disco is not one for me. Seen too many matches were a team has overcome the loss of one or even two players. But when I see a lance of anything but lights break off to "do their thing" it is usually not a good sign.


Oh, sure. And people hate my guts when I say it. You can tell when you just see a team milling around aimlessly, trading badly and it's just a matter of time before CLG kicks in.

#33 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 01 February 2016 - 10:10 PM

View PostDeathlike, on 01 February 2016 - 08:41 PM, said:


Tier 1 isn't that much better.


Initially it might well be, but there's a steady march of people into T3, and hence into T1's matches.

It's not so much as they've learned much as it is they're shoved up there by the fact that the game gives you gains to your tier bar far more than it takes away. Enough underhive slopover and there's a dirty tub ring of T3dom slowly rising up Mt. Tryhard, getting more boosts from carries than they lose hosing other matches.

I've been watching the people with builds that make baby RNGesus cry crawling into the same games I see known T1's in (like B33f) and at that point, the truth was inevitably revealed.

Edited by wanderer, 01 February 2016 - 10:12 PM.


#34 SkaerKrow

    Member

  • PipPipPipPipPipPip
  • The Howl
  • The Howl
  • 258 posts
  • LocationLuthien

Posted 01 February 2016 - 10:59 PM

Open battlegrid 45 seconds into match, see that all three lances are going in three different directions. Resign myself to damage farming because there's no way that we're going to pull this one off.

#35 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 17,818 posts

Posted 01 February 2016 - 11:05 PM

i know its a loss when after 2 minutes people still havent crossed at least one grid square from their spawn.

View PostSQW, on 01 February 2016 - 08:37 PM, said:


"Guess this game is not made for joysticks" was the epitaph of a first-time pilot two nights ago. Posted Image

I'd probably get one too if they ever make one sturdy enough. Like out of cast iron. Posted Image


i think the thrustmaster warthog has cast iron construction. idk. also i got 8+ years out of ch products fighter stick, pro throttle and pedals. though i had to repair the pedals once and the stick twice, and i may need to 3d print some replacement parts, but all that was after the 8 year mark. anyway i moved firmly into mouse+throttle+pedals territory for a couple years now.

i actually have some cast aluminum zeroth order modules from like the '50s it a junk box somewhere. which i connected to my computer via an arduino. problem is this game doesnt use zeroth order and treats stick first order, so that runis those plans (works great in mech2 though). maybe if i make it where changes in position result in mouse ticks it would be better but i need to keep count of all those less i loose center. and i will probibly have to unlock my arms all the time to avoid loosing center, and that is nauseating.

Edited by LordNothing, 01 February 2016 - 11:09 PM.


#36 kesmai

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 2,429 posts
  • LocationPirate's Bay

Posted 01 February 2016 - 11:10 PM

As soon as you recognize it is going downhill use everyone as a meatshield and try to score 300+ matchscore. Lol.

#37 patataman

    Member

  • PipPipPipPipPipPip
  • Sho-sa
  • Sho-sa
  • 464 posts
  • LocationA Vindicator cockpit near you

Posted 01 February 2016 - 11:38 PM

That moment in skirmish (well, in all the modes, but... there's nothing else to do in skirmish, just fight, so worse case) when you power up your mech, hit 'Q', locate your assault lance, start moving in their direction... just to see how the other 2 lances run away from them.

View Postclownwarlord, on 01 February 2016 - 08:50 PM, said:

My suggestion to help limit this would be PGI dropping all the lances in the same spot instead of having them spread out to prevent the nascar death of slower mechs that might be dropped off randomly on the wrong drop point. I also know Russ mentioned giving the commander the choice of where people drop but even then that can get screwed up in solo cue with trolls so just dropping everyone in one location would just solve that.


Starting the match together doesn't matter if the fast mechs don't match speeds with their fatties. This happens in Hoth too, and the lances start like 100m from each other.

#38 Brandarr Gunnarson

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 847 posts

Posted 02 February 2016 - 12:20 AM

I know the team is headed for a loss in three scenarios.

Number 1:
Tell the team, "Don't [go there/do this] for any reason! It's suicide!" Then they go there or do exactly that.

Number 2:
Tell the team, "When [X] happens do [Y]!" Then when "X" does happen, they do nothing.

Number 3:
Tell the team, "Keep moving, don't stay in one place!" Then they stop and try to hold ground as the enemy picks us apart.

#39 o0m9

    Member

  • PipPipPip
  • Bad Company
  • 78 posts

Posted 02 February 2016 - 12:21 AM

When my team refuses to form any kind of front. They'll just hide behind rocks and wait for someone else to start the push, but then the push never comes. Then I wind up being the only one willing to return fire, because... well, someone has to, right? Which just gets me pinged and dead. No fun.

I guess it's what I get for playing primarily fire support, but watching the entire team just refuse to leave cover can be really frustrating.

Edited by o0m9, 02 February 2016 - 12:27 AM.


#40 Richard Warts

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 421 posts
  • LocationCrash landed on Weingarten III

Posted 02 February 2016 - 12:25 AM

Biggest give-aways are team positioning, fear of returning fire, and nascaring. That's how you know you're usually headed for a loss.

Edited by Tabu 73, 02 February 2016 - 12:30 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users