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Well That Was Fun


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#21 Hit the Deck

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Posted 07 May 2016 - 07:02 AM

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

there is one solution.... go LEFT.
....

It makes more sense when the map is big and people DO do it sometimes like in Polar Highlands. In some cases like on Veridian Bog, going left when you spawn with the water on your left serves a purpose because you can take that left high plateau before the enemy get there.

Otherwise, we instinctively always want to flank the enemy and avoid meeting them head on so.... get on with the program and move counterclockwise.


EDIT: talking in general and not about Assault mode.

Edited by Hit the Deck, 07 May 2016 - 07:03 AM.


#22 Hit the Deck

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Posted 07 May 2016 - 07:09 AM

View PostAlistair Winter, on 07 May 2016 - 07:00 AM, said:

I'm fairly certain it will be terrible....

Well, at least I can see the Overlord dropship because it brings back memories. Honestly I think I never saw an Overlord dropship in an MW game and it was always the Union one. But I could be wrong considering how long ago it was.

Edited by Hit the Deck, 07 May 2016 - 07:10 AM.


#23 Lykaon

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Posted 07 May 2016 - 07:10 AM

View PostDefyingReality, on 06 May 2016 - 11:18 PM, said:

Posted Image

Yeah, that NASCAR mode is great, nice addition!

Sigh.

Any word on when those base defenses are supposed to be coming back in?



There is a simple solution to this.

D-E-F-E-N-D

When you hear the warning that the base is being captured stop playing your skirmish mode on an assault mode and PLAY ASSAULT MODE!

If you are in a mech that has a speed of over 90 guess what? THIS MEANS YOU! Yes you are the guy who is suppose to fall back from the "skirmish" and defend.

For bonus points use the fricken VOICE chat and coordinate who is doing what.

You want base defenses then maybe your team should deploy some mechs to defend.

#24 oldradagast

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Posted 07 May 2016 - 07:15 AM

View PostLykaon, on 07 May 2016 - 07:10 AM, said:



There is a simple solution to this.

D-E-F-E-N-D

You want base defenses then maybe your team should deploy some mechs to defend.


Not so simple, really.

- You are assuming in a PUG queue that the lights will go back to defend the base. If they don't, everyone loses, what fun.

- Heck, you're assuming the team even HAS lights; that's not always the case. Lights are the least populated queue most of the time.

- If you "deploy some mechs to defend" you risk the rest of the match turning into a 10 vs. 12 skirmish, which you then lose because a few of your mechs are hanging around the base, waiting for something to happen.

I'm NOT saying that Assault should be played as Skirmish mode, but it is a dumb format. If the goal is to "defend your base / get the other guy's base," a strong argument could be made just to hang out near your base... which is boring as heck. That's the problem with the game mode; it encourages boring play and allows NASCAR-based cap games without any real combat to happen. Hopefully, they'll eventually fix this, but I have my doubts.

#25 Felicitatem Parco

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Posted 07 May 2016 - 07:18 AM

View PostDefyingReality, on 06 May 2016 - 11:18 PM, said:

Posted Image

Yeah, that NASCAR mode is great, nice addition!

Sigh.

Any word on when those base defenses are supposed to be coming back in?


In don't get it. The OP got exactly what he wanted - a capture victory without engaging the enemy. That's why their team went directly to the enemy base.... So why complain if you got exactly what you sought?

It's like the OPs team decided they all wanted ice cream and they went directly to the ice cream shop, and now he is complaining that there were no hot dogs available.

Edited by Prosperity Park, 07 May 2016 - 07:21 AM.


#26 cazidin

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Posted 07 May 2016 - 07:26 AM

So, the moral of the story is to defend your bases in that mode and to counter NASCAR, basically?

#27 Ted Wayz

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Posted 07 May 2016 - 07:28 AM

View PostEscef, on 07 May 2016 - 06:59 AM, said:

So, it's PGI's fault that both teams decided to cap, and no one wanted to defend base?

No, it is their fault for developing such a craptastic game mode, receiving feedback for years that it is craptastic, ignoring the feedback and making it more craptastic instead.

But then us players know nothing about what we want according to Russ, so yeah.

#28 Escef

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Posted 07 May 2016 - 07:30 AM

View PostTed Wayz, on 07 May 2016 - 07:28 AM, said:

No, it is their fault for developing such a craptastic game mode, receiving feedback for years that it is craptastic, ignoring the feedback and making it more craptastic instead.

But then us players know nothing about what we want according to Russ, so yeah.


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

#29 Anunknownlurker

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Posted 07 May 2016 - 07:34 AM

So, this is in group play right? The OP team decided to go for cap, at some point it must have become clear that was an easy win? So, why did they not then decide to, for example, leave a lance near the enemy cap (to win the game quickly if necessary) whilst the rest of the team engaged the enemy to have some fun?

It is not the fault of the game mode that teams play to the rules of the game (I lost a domination the other day without a shot being fired because none of our team actually entered the guacamole).

Nothing to see here move on.

#30 jper4

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Posted 07 May 2016 - 01:41 PM

View PostHit the Deck, on 07 May 2016 - 07:02 AM, said:


It makes more sense when the map is big and people DO do it sometimes like in Polar Highlands. In some cases like on Veridian Bog, going left when you spawn with the water on your left serves a purpose because you can take that left high plateau before the enemy get there.

Otherwise, we instinctively always want to flank the enemy and avoid meeting them head on so.... get on with the program and move counterclockwise.


EDIT: talking in general and not about Assault mode.


see assault was what I was talking about- base isn't going anywhere so if you know they're going right then go left and set up an ambush point and pick them off as they arrive taking advantage of the "leave the assaults behind" thinking that seems common in nascaring

#31 MauttyKoray

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Posted 07 May 2016 - 02:01 PM

View PostYosharian, on 06 May 2016 - 11:28 PM, said:

Ah but you see, with PGI, we either get mega-destructo-turrets that pump ECM-piercing LRMs at you from 1000000m, or we get no turrets at all. There is no middle-ground.

Rework coming eventually that they've discussed, will involve actual bases, turrets, things like an ECM tower (not confirmed) gate with powerplant, etc. Russ said he wants to make it the defacto game mode of MWO with Skirmish being the secondary.

#32 Yosharian

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Posted 07 May 2016 - 02:15 PM

View PostMauttyKoray, on 07 May 2016 - 02:01 PM, said:

Rework coming eventually that they've discussed, will involve actual bases, turrets, things like an ECM tower (not confirmed) gate with powerplant, etc. Russ said he wants to make it the defacto game mode of MWO with Skirmish being the secondary.

That's cool. Well, if they could get that out the gate soon that'd be ace.

#33 Zoid

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Posted 07 May 2016 - 06:54 PM

View PostNyte Kitsune, on 07 May 2016 - 02:48 AM, said:



Rather looking forward to the turrets returning to Assault, no idea why they ever removed them in the first place.

They were removed because if you tried to flank at all on several maps, you'd get hammered with LRMs. Why they weren't just replaced with SSRM or medium laser turrets is the question.

#34 Mcgral18

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Posted 07 May 2016 - 07:01 PM

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

#35 Sha Shou

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Posted 07 May 2016 - 07:36 PM

View PostYosharian, on 06 May 2016 - 11:28 PM, said:

Ah but you see, with PGI, we either get mega-destructo-turrets that pump ECM-piercing LRMs at you from 1000000m, or we get no turrets at all. There is no middle-ground.


Those turrets are Tier -1 and no one is good enough to be match-made with them.

#36 adamts01

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Posted 07 May 2016 - 08:15 PM

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

Why leave the base undefended?

View PostCaptain Luffy, on 07 May 2016 - 05:00 AM, said:

One would say it is common since to not only attack but to defend one's base in assault mode. I remember when teams would defend their bases, and this was before turrets. Sadly common since isn't common.

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

there is one solution.... go LEFT.

View PostEscef, on 07 May 2016 - 06:59 AM, said:

So, it's PGI's fault that both teams decided to cap, and no one wanted to defend base?

Also, how the f*** is that "NASCAR"?

View PostNarcissistic Martyr, on 07 May 2016 - 07:01 AM, said:

I take it scouting enemy locations and defending the base aren't things anymore.

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.

So why I blame PGI? They have to know how brain dead most of their players are, so fix the damn modes. Have one side attack and one side defend. Take the base out of the corner so it has multiple angles it can be attacked from so defenders will still have to scout the enemy, give it minor defenses and let one side try to protect it for 15 minutes. No more of this ********, no damage, everyone looses, Nascar ****.

#37 Narcissistic Martyr

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Posted 07 May 2016 - 08:18 PM

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.

So why I blame PGI? They have to know how brain dead most of their players are, so fix the damn modes. Have one side attack and one side defend. Take the base out of the corner so it has multiple angles it can be attacked from so defenders will still have to scout the enemy, give it minor defenses and let one side try to protect it for 15 minutes. No more of this ********, no damage, everyone looses, Nascar ****.


Nah, I'm suggesting you main forces hold their roll until your scouts figure out what the enemy is doing and then act accordingly.

Getting people toactually do that on the other hand... yeah good luck

Edited by Narcissistic Martyr, 07 May 2016 - 08:18 PM.


#38 adamts01

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Posted 07 May 2016 - 08:24 PM

View PostNarcissistic Martyr, on 07 May 2016 - 08:18 PM, said:


Nah, I'm suggesting you main forces hold their roll until your scouts figure out what the enemy is doing and then act accordingly.

Getting people toactually do that on the other hand... yeah good luck

Seriously, the pug train don't stop, especially the pug train on my schedule, absolute opposite of NA prime-time.

#39 Jaymes Valluche

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Posted 07 May 2016 - 10:19 PM

Okay, so the problem seems to be that controlling the PUGs of War is a bit of a problem in this game-mode.
My tip, and this works in Tier 3, which is arguably full of the widest range of morons you can find, is to just target-spam the hell out of the opposition. Take an ECM'd Light 'Mech, head toward where you *KNOW* the enemy will attempt to flank you at, go a good three sectors away, find a nice bit of cover, and just sit there...And wait. In a few minutes, the enemy will likely show up. Probably en-mass. If you've gotten sufficiently far ahead, you'll likely find them long before your formation has really gotten itself anywhere compromising.
While you're at it, call out on VOIP once you've located, giving general 'Mech info. This isn't because it always works, but because every bit of intel you throw at them is one more bit that might--just might--POSSIBLY--Convince your PUGs to do something smart.
Breakdown goes like this:
1 in 5 games is VOIP-controlled, with the team-mates acting in a coordinated manner.
2 in 5 games end up with your PUGs blindly rushing whatever targets they can sight.
2 in 5 games end up with it not mattering, either because they're just too stupid, too outmatched, piloting just atrociously built 'Mechs, or perhaps just ignoring the intel they've currently gotten.
Either way, you should have a good match 60% of the time, and the opponent...Probably? Won't be able to cap.

#40 Sader325

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Posted 07 May 2016 - 10:39 PM

Defend the base?

12 v 8

12 v 4

12 v 2

12 v x where X isn't 12.

This is how you lose games, "defending" your base in assault is a good way to get deathballed horribly.





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