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#41 adamts01

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Posted 07 May 2016 - 10:44 PM

View PostJaymes Valluche, on 07 May 2016 - 10:19 PM, said:

Okay, so the problem seems to be that controlling the PUGs of War is a bit of a problem in this game-mode.

Not at all. There is no controlling pugs. The complete lack of coordination, teamwork and brain cells is just more apparent in conquest and assault, where there are too many things for the average MWO player to think about. Some of the earlier posts about leaving some mechs to guard the base are evidence of this. One of my favorite quotes, don't know who came up with it, "Conquest and Assault: just like Skirmish but with distractions for noobs."

#42 Jaymes Valluche

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Posted 07 May 2016 - 11:19 PM

Hey. If Kratos can stab a behemoth in the head and steer it around with his swords, then I can use the tantalizing promise of a fight to control PUGs.

#43 bLeeat

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Posted 07 May 2016 - 11:25 PM

View Postadamts01, on 07 May 2016 - 10:44 PM, said:

Not at all. There is no controlling pugs. The complete lack of coordination, teamwork and brain cells is just more apparent in conquest and assault, where there are too many things for the average MWO player to think about. Some of the earlier posts about leaving some mechs to guard the base are evidence of this. One of my favorite quotes, don't know who came up with it, "Conquest and Assault: just like Skirmish but with distractions for noobs."

yea man,its the pugs bro! even tho nascar has been along for how long? since the start and never left? this game promotes nothing but self play, doesnt reward team play at all.a lot of the old school players left and the newier players only care about cheese boating,racking up c-bills for their next mech. there is no need for coordination or teamwork when the only objective in the game is to deal the most damage before you blow up.

#44 Dirus Nigh

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Posted 07 May 2016 - 11:32 PM

From the OP's screen shot I see 24 people making the exact same decision. Nascar to the right and run to the base. They are all probably butt hurt about the whole thing because no one stood still and faught in the middle. The OP just jumps onto the forums to complain that this is PGI's fault and they should but in bots to salve the issue.

This could have been avoided if one team pulled their heads out of their asses and decided to defend the base by leaving a force to protect. Then have the rest of the team move in to help when it was clear the full strength of the opfor was attacking their base. Then every one would have gotten the fight they were crying over not having.

Edited by Dirus Nigh, 07 May 2016 - 11:33 PM.


#45 bLeeat

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Posted 07 May 2016 - 11:48 PM

View PostDirus Nigh, on 07 May 2016 - 11:32 PM, said:

From the OP's screen shot I see 24 people making the exact same decision. Nascar to the right and run to the base. They are all probably butt hurt about the whole thing because no one stood still and faught in the middle. The OP just jumps onto the forums to complain that this is PGI's fault and they should but in bots to salve the issue.

This could have been avoided if one team pulled their heads out of their asses and decided to defend the base by leaving a force to protect. Then have the rest of the team move in to help when it was clear the full strength of the opfor was attacking their base. Then every one would have gotten the fight they were crying over not having.
easy to say i told you so after the fact. this is hindsight talk... what i really want to know is if they all dropped in psr or not.

#46 Hit the Deck

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Posted 07 May 2016 - 11:53 PM

View PostDirus Nigh, on 07 May 2016 - 11:32 PM, said:

From the OP's screen shot I see 24 people making the exact same decision. Nascar to the right and run to the base. They are all probably butt hurt about the whole thing because no one stood still and faught in the middle. The OP just jumps onto the forums to complain that this is PGI's fault and they should but in bots to salve the issue.

This could have been avoided if one team pulled their heads out of their asses and decided to defend the base by leaving a force to protect. Then have the rest of the team move in to help when it was clear the full strength of the opfor was attacking their base. Then every one would have gotten the fight they were crying over not having.

How to avoid it usually depends on the fastest 'Mechs, usually Lights. If they (fast 'Mechs or Lights) decide to find and engage the enemies then the rest will follow and none of this will happen. I always remind people in Polar at the start of the match that I don't want both teams to swap bases.

#47 Dirus Nigh

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Posted 07 May 2016 - 11:56 PM

View PostbLeeat, on 07 May 2016 - 11:48 PM, said:

easy to say i told you so after the fact. this is hindsight talk... what i really want to know is if they all dropped in psr or not.

Right hind site Monday quarterbacking right? To bad I've seen this same damn argument for 3 years. People making the exact same mistake over and over and over and over. So instead of changing their behavior they blame PGI wanting them to fix stupid. What makes it even more face palm worthy is that players will knowingly do this while they complain in the match. And still refuse to change their actions.

Edited by Dirus Nigh, 07 May 2016 - 11:58 PM.


#48 bLeeat

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Posted 08 May 2016 - 12:02 AM

View PostDirus Nigh, on 07 May 2016 - 11:56 PM, said:

Right hind site Monday quarterbacking right? To bad I've seen this same damn argument for 3 years. People making the exact same mistake over and over and over and over. So instead of changing their behavior they blame PGI wanting them to fix stupid. What makes it even more face palm worthy is that players will knowingly do this while they complain in the match. And still refuse to change their actions.

exactly...after 3 years of mwo buffs and nerfs and new mechs , whats changed? nothing?

#49 adamts01

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Posted 08 May 2016 - 12:11 AM

View PostHit the Deck, on 07 May 2016 - 11:53 PM, said:

If they (fast 'Mechs or Lights) decide to find and engage the enemies then the rest will follow and none of this will happen.
As a light who typically finds, calls out and engages the enemies, this just doesn't happen. There's no stopping the lemming train.


View PostDirus Nigh, on 07 May 2016 - 11:32 PM, said:

This could have been avoided if one team pulled their heads out of their asses and decided to defend the base by leaving a force to protect.

Splitting up just saves half your team from the initial steamroll. It sounds good in theory, but it just isn't.

#50 Poisonfog

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Posted 08 May 2016 - 12:18 AM

You know, I haven't played for a couple days, but before that, I was laid off for six days, and in that time I put in about 40 to 50 matches, exclusively in solo queue, and I don't remember one time an assault game ended that way. Sure, it has happened in games before, with and without turrets, few and far between and not recently, but never once was I tempted to jump on the forums and make a hyperbolic post to try and make people think this is the norm. If it is for you, then maybe its you or whoever you're playing with.

There are legitimate complaints about the game, but I think some of you are actively looking for new things sometimes, because you're all sooo happy, and when that fails, you create something.

#51 adamts01

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Posted 08 May 2016 - 12:26 AM

View PostPoisonfog, on 08 May 2016 - 12:18 AM, said:

You know, I haven't played for a couple days, but before that, I was laid off for six days, and in that time I put in about 40 to 50 matches, exclusively in solo queue, and I don't remember one time an assault game ended that way.

3 times for me yesterday, all while trying to organize the herd, so mileage obviously varies.

#52 Hit the Deck

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Posted 08 May 2016 - 02:33 AM

View Postadamts01, on 08 May 2016 - 12:11 AM, said:

As a light who typically finds, calls out and engages the enemies, this just doesn't happen. There's no stopping the lemming train.
...

Well, in my mind I was thinking about Assault on big maps like in Polar when typing that post. In this case, it's the Lights which usually dictate the lemmings' course.

#53 adamts01

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Posted 08 May 2016 - 02:45 AM

View PostHit the Deck, on 08 May 2016 - 02:33 AM, said:

Well, in my mind I was thinking about Assault on big maps like in Polar when typing that post. In this case, it's the Lights which usually dictate the lemmings' course.

Which is it's own problem "don't follow me" "I'm scouting" "stay with the group" "wtf pug, there aren't any paint chips over here, go back with the group"

#54 Escef

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Posted 08 May 2016 - 04:36 AM

View Postadamts01, on 07 May 2016 - 08:15 PM, said:

So half defend and half attack?... You're suggesting splitting forces in two?.... How often has that worked out for your pug teams? Go left you say? OK, all 4 players that still have chat/voip activated can go on ahead with that elite maneuver. This is absolutely Nascar, both lemming teams went right by default. Defend the base?..... As a light pilot I usually keep an eye on the entire battlefield and watch for other lights flanking to our base. I'll announce a 2 or 3 mech group going for base and say I need backup and I can literally count on one hand the amount of instances out of a hundred where my team responded, it just flat out doesn't happen. Camp the base? OK, so now we have 2 teams standing on opposite ends of the map.... So much fun.


It takes all of 1 mechs... ONE. MECH... to stop a cap attempt these days. Shooting just one enemy mech in the capture square pauses the cap attempt for a few seconds. You could do this with the very common ERLL ShdowCat snipers. You don't even have to get a lot of damage in, you can jump, spray laser wildly at square, and every few seconds do so again.

No one has suggested a dedicated defense be posted at base; that's not only stupid, but it's you straw-manning people.

#55 adamts01

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Posted 08 May 2016 - 04:59 AM

View PostEscef, on 08 May 2016 - 04:36 AM, said:


It takes all of 1 mechs... ONE. MECH... to stop a cap attempt these days. Shooting just one enemy mech in the capture square pauses the cap attempt for a few seconds. You could do this with the very common ERLL ShdowCat snipers. You don't even have to get a lot of damage in, you can jump, spray laser wildly at square, and every few seconds do so again.

No one has suggested a dedicated defense be posted at base; that's not only stupid, but it's you straw-manning people.

Good point, the new shooting to stop cap mechanic is nice. I'd still rather see a defend vs attack assault mode. Right now, the base is an annoyance at best.

#56 Ted Wayz

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Posted 08 May 2016 - 05:07 AM

View PostMcgral18, on 07 May 2016 - 07:01 PM, said:

PUG LIFE


You're forced to occasionally play that terrible game mode now.

Pray to RNGeesus you get Reds and Blues who play Shooty Stompy Robots to...you know, shoot robots

This is the problem.

Bad game mode only a minority want to play because it can be Capwarrior online. What has PGI done about it?

Removed turrets to allow for faster capping.

Created a rewards system (PSR) that ignores winning that mode by immediate cap.

Removed our choice NOT to play the mode.

Sorry if I am not impressed. But by all means give PGI 2 thumbs up if you want.

View PostEscef, on 07 May 2016 - 07:30 AM, said:


Why haven't I blocked your whiny butt yet? Let me get on that.

Because you occasionally find logic refreshing?

#57 Tarl Cabot

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Posted 08 May 2016 - 05:07 AM

Remember, this was the group queue, not the solo queue.

Actually, on River City map, both sides would have nascar'd to the left, not the right. The upper east team would have headed towards G5/G6 at the citadel with the faster mechs crossing the water long G-line, but team that usually gets cap'd is the west team. They take the left side, always heading up to and into the upper city block section at D4 then across the bridge/water, generally with little regard to where the other team MIGHT be, or even when informed most keep going.

By then the east team has at least one on the cap, and if the others kept moving towards the cap instead of stopping to setup camp, they the shortest route, especially if the west team had a light start capping the other base. Unfortunately the west team has the longest route, technically they abandoned their base as they travel AWAY from the initial engagement area (citadel).

I am sure many have seen it on the Canyon map too. It is like both teams circle each other instead of blocking each other. The south base is generally the one capped majority of the time.

I really would like to see PGI stats for the maps on assault drops. The percentage for each map on which caps it captured the most as well as overall percentage to the drops made on the maps.

Edited by Tarl Cabot, 08 May 2016 - 05:11 AM.


#58 Ted Wayz

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Posted 08 May 2016 - 05:13 AM

View PostHit the Deck, on 08 May 2016 - 02:33 AM, said:

Well, in my mind I was thinking about Assault on big maps like in Polar when typing that post. In this case, it's the Lights which usually dictate the lemmings' course.

Role warfare. If only.

Here is an idea. How about capping creating a random drop zone for the extraction of the other team and sets up a five minute timer for the extraction. Only the team that capped will know the drop zone so now the other team has to try and find them. If any player makes it off planet that is the team that wins.

#59 Mcgral18

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Posted 08 May 2016 - 05:35 AM

View PostTed Wayz, on 08 May 2016 - 05:07 AM, said:

Because you occasionally find logic refreshing?


Oh, not him


He enjoys calling out those he blocks

Edited by Mcgral18, 08 May 2016 - 05:36 AM.


#60 DefyingReality

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Posted 08 May 2016 - 10:45 AM

View PostTarl Cabot, on 07 May 2016 - 04:44 AM, said:

For the OP, didn't most of your drop cap the base? Would turrets actually have prevented your team from reaching and capping the base?

Why leave the base undefended? Just asking, seeing that screenshot is of the group queue and not a bunch of pugs..... I think quite a few of us see that often on the River City map, where most of one other side heads straight for the base while the other group first wants to setup in the buildings in the corner then decides to "push" through the water/over the bridge. That group is too far away to retreat back in time when there are 6+ mechs on its base.


I can only speak for the reasoning of the guys I was grouped with, not the whole team. We started with the usual push up the G line of River City that we often do, chattering on TS while we looked for enemies to shoot at. By the time we got halfway through the city on the other side, we realized that ALL of our team was with us and there were no enemies in sight. So we kept on going to their base because, well, either we capped or they did by that point.

View PostTanar, on 07 May 2016 - 06:45 AM, said:

there is one solution.... go LEFT.



I was going to say that we DID go left, but now that I'm thinking about it we did not. Ah, well.





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