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Clan Ghost Bear - The Laughing Stock Of Mwo
#41
Posted 13 May 2016 - 03:02 PM
#42
Posted 13 May 2016 - 03:17 PM
MischiefSC, on 13 May 2016 - 02:36 PM, said:
When tech finally got balanced most the Clanners quit.
Your problem is that the bulk of your population was bad who had no stomach for fighting an even fight and when the going got tough.... they ran away.
So you need to toughen up, coordinate and build your factions without mercs. Play like the mercs aren't there. Build a faction TS that gets used, build coordination between your groups, share skills and coordinate.
That or run away, cry and hide with the bulk of your faction mates.
There are some excellent loyalist Clan units. They stayed, they got good. Find them, communicate and coordinate with them, learn what makes them successful and emulate it.
Get your princesses out of their towers, Prince Charming is never there to rescue you. You're just a booty call. Learn to handle your business and protect your house.
CGBI did set up a faction TS, we tried to spread it but other units have not taken the invitation yet. Or some are just doing thier own things. Ghost Bears could be really good if we all stopped beating around the bush here. Getting any collective effort has became a major issue I feel compared to other units. It is never a lack of skill but total lack of team work and team work is what is OP, also stuborn players need to leave some builds in the mech bay and conform to what the team needs.
#43
Posted 13 May 2016 - 05:15 PM
CK16, on 13 May 2016 - 03:17 PM, said:
All true. Every IS faction fought with it. Some still do.
Coordination is the secret sauce that drives wins. With fee exceptions all the biggest/best units are mostly average or just above average players. They have a couple good players and a couple competent leaders who tie it together, help bleed the skills of their high talent into their average talent and drive coordination.
There is nothing that happens in a KCom or 228 or MS or any other drop that any other unit can't do. Nothing. No magic, no secret tricks. Minimal dark sorcery.
Other teams can do it they just won't. Coordinate decks and strats. Play to the team not your score. Be a good soldier and follow the DC - even when the DC screws up, and they will. The DC will get better at calling because when the team follows the call he can easily see when a call failed and why instead of 'nobody pushed when I said push'.
That's it. Good builds with smart synergy, everyone getting a good grasp of the strats, everyone invested in the teamwork, communication and coordination.
It's hard. If it was easy we would all do it. Got to put your ego aside and focus on getting better and helping the team win. Most people won't do that.
Not can't, won't. However most the successful factions have gotten good movement that way. It's a ton of work. Sometimes you just need to tell your peeps to sack up. Tell your faction to quit being a bunch of whiney little *******, get on the ****ing TS and start getting good at the game or accept they belong to the 'failure' caste and you move to another faction.
When being nice doesn't work sometimes you need to kick people in the nuts.
#44
Posted 13 May 2016 - 08:55 PM
#45
Posted 13 May 2016 - 09:18 PM
#46
Posted 13 May 2016 - 10:53 PM
#47
Posted 14 May 2016 - 01:05 AM
#49
Posted 14 May 2016 - 01:10 PM
Lunatic NEo, on 12 May 2016 - 01:47 AM, said:
Look at CJF, 228 and KCOM made their success possible. Now that 228 is gone, lets see how good CJF can hold their territory.
The Loyalists Units are just weaker then the big Merc Units, they dont have the Manpower, Skill and Time Frames to attack/defend their Worlds alone. Its also not helpfull having IS with more tonnage and better Mechs in the usual Battle range.
Strangely CJF is barely holding our own borders since 228, Dude, and Evil left.....Kcom is still there but is a very small unit, We'll lose a planet only to take it back later. The worst part however is since MS and 228 left for Marik and Federated Suns we see an increasing number of their 12 man's dropping in defense of Stiener Planets. Stiener has of course recognized this since they changed and thrown everything they have at our planets, leaving 228 and MS to defend their worlds.
#50
Posted 14 May 2016 - 02:42 PM
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#51
Posted 14 May 2016 - 04:31 PM
MischiefSC, on 13 May 2016 - 05:15 PM, said:
<snip>
There is nothing that happens in a KCom or 228 or MS or any other drop that any other unit can't do. Nothing. No magic, no secret tricks. Minimal dark sorcery.
</snip>
This. Right. Here.
There's quite a bit of "study" material on ye olde interweb inclined players could use to learn the behavior of some of these units, too.
For example, FBJ and Sader325 of MS livestream CW drops on a regular basis. It's a first person view of how MS run some of their drops and the tactics they use. None of it is some kind of crazy "Übermensch" phenomenon. It's aggressive, focused, coordinated team play. The tactics they use don't only work for MS, they could work for ANY unit that decided to play the same way.
(Edit to add in, just in case some dweeb wants to even remotely make the accusation... NO I don't mean be cheating dweebs and stream snipe them. That's douche level behavior. I mean just sit and watch some time to learn a thing or two)
Edited by Shard Phoenix, 14 May 2016 - 06:08 PM.
#52
Posted 14 May 2016 - 05:44 PM
Wan Chu Minge, on 11 May 2016 - 10:34 PM, said:
Maybe PGI should have some kind of cull event, where unworthy, pointless and rather embarrassing factions are removed from the game?
Right, I'm off to attack/scout Nyserta again. Or I may shove a red hot poker up my dickens. Hmm, what to do.
How about you choose someone other than FRR to attack. Take some wolf worlds like a true clanner would! At least if you do that we won't have to hear you cry about how OP IS quirks are. Its rather stupid to keep attacking the FRR when there are so many transitory units currently on contract.
Oh ya, you can't attack another clanner because that wouldn't be FW... It would be BT but it wouldn't be FW.
Edited by nehebkau, 14 May 2016 - 05:46 PM.
#53
Posted 14 May 2016 - 07:26 PM
#54
Posted 14 May 2016 - 07:32 PM
Commander A9, on 14 May 2016 - 07:26 PM, said:
Worth mentioning that happens with Clans, not IS. We were taking worlds before MS showed up and will after you leave. If MS went to Kurita or FRR it wouldn't make them fall apart after you go.
KCom has that problem with CJF. When they're in CJF it does great. They leave it falls apart.
IS learned to carry with loyalists.We had to. Clans never have.
#56
Posted 14 May 2016 - 08:12 PM
Comrade Bear says, 'MercBear will commeth!'
#57
Posted 14 May 2016 - 08:19 PM
Normally you tweet Russ to let you out of your contract early at no cost before that.
*zing*
#58
Posted 14 May 2016 - 08:33 PM
MischiefSC, on 14 May 2016 - 08:19 PM, said:
Normally you tweet Russ to let you out of your contract early at no cost before that.
*zing*
how about the 20 pages of butthurt from people that dont even play FW?
This community collectively is just kinda dumb and picks random SJW issues to scream from the tops of the mountains
Its just more salty tears for mercstars space rocket
#59
Posted 14 May 2016 - 08:34 PM
Food for thought.....
Biggest problem I see that decides matches is that all but one map is set up for mid to close range and very few units or players are adapting tactics or mech designs to this. When most fights happen within 500m, yes the IS large pulse vomit meta is going to have a very favorable time making trades with just about anything. As a clanner you MUST fight at around 600m+ where clan large pulse, uac10, and gauss reign supreme. If you cannot keep IS at that range you MUST be within 270m to run the srm timbers to trade effectively with IS large pulse spam. Simple rock, papper, scissors people. Both options that are presented to clan take a pretty coordinated group to pull off, this is the shortcoming of Clan. A fully coordinated 12 man push with srms, or a standoff where "good" pilots make "smart trades" at range.
Nerfing a specific chasis, quirk, or structure really does very little to affect overall gameplay. Weapon range/damage ratios and the range that most of the fights actually happen at determine far more then X structure to X torso.
Edited by Hollehund, 14 May 2016 - 08:37 PM.
#60
Posted 15 May 2016 - 05:38 AM
Don't you feel the population of mwo is too small to afford 4 clans vs 4 houses battlefront? But even side vs side isn't solution as big numbers rulez. It takes half a year to build team, each of 30+ players unit is treasure of PGI but... you know ; for some zones there is no real possibility to reach claim because of pugs PGI put to our business. I am shocked how awful are playing guys in common CW queue. I 've dropped with a team of poin 4 and even cadet ranked players in american tz. It isn't possible to adopt those players fast. Even they don't want. But they loose for us. With current overwhelmed balance each loyal newbee must learn from good team. We found it impossible to stand against IS when 3+ newbees are in drop dozen what should I say about noname pugs?
I can't blame PGI - they don't play the game. But we play. Please raise your voice to force them think of situation.
ps. if somebody is curious if G\R\CGB clans are playing when America dreams just go to cw statistic for games played. We do, but nameless pugs are invading as well.
Edited by Bagor Aga, 15 May 2016 - 05:42 AM.
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