Question For Elite Fp Groups
#1
Posted 11 January 2017 - 12:21 PM
I'd also like to see how top level players would kit out their mechs with such a self imposed handicap, and if the added challenge might spice things up for those who are bored with stompfests.
#2
Posted 11 January 2017 - 12:46 PM
#3
Posted 11 January 2017 - 01:16 PM
It's all about spreading damage, shooting the same target and (wait for it) not bringing LRMs to a direct-fire battle.
#4
Posted 11 January 2017 - 01:33 PM
The problem is, with 4.1 that we've no way to tell who we're dropping with. Before you could have someone boot up an alt, take a look at the queues and say "Hey, looks like a Pick up Group over there, bring what ever." Or you'd be able to tell that there was only one group queueing up on the planet for a few drops and could have the measure of your opposition and make deck decisions around that.
No longer. Now it's queue up, and pick your mechs, never having a clue as to what you'll face. And my Unit at least, does like to win, so everytime we'll wanna be prepared for another tight unit, cuz those fights are some of the best.
~Leone
#5
Posted 11 January 2017 - 02:08 PM
Unfortunately, the IS trials are pretty garbage compared to the clan trials. I'm still trying to figure out who thought a 4 MPLS 3SRM Brawling XL Zeus would be a good idea? It's just a death trap for new players and I see at least one if not more on the IS side Damn near every match. I'll Take the Trial Orion IIc any day over the Trial Zeus.
#6
Posted 11 January 2017 - 02:30 PM
#7
Posted 11 January 2017 - 03:39 PM
Like Awesome, Jägermech etc.
We even dropped the same 'Mech each wave.
#8
Posted 11 January 2017 - 05:23 PM
If you're reasonably familiar with how to play and why the meta is the meta you can get 1k+ every game in trials.
It's part of why there's so much irritation over people consistently and persistently playing bad robbits and denigrating any habits, skills or mechs that are not terrible. Leaving to play well in good mechs teaches you the skills and habits to play well in anything.
Good players in good teams would have excellent w/l in trials. That's NOT because mechs/tech doesn't matter - it's because when you really understand how and why it matters you're much, much better at dealing with it.
#9
Posted 11 January 2017 - 05:27 PM
#10
Posted 11 January 2017 - 05:34 PM
Quote
Member
- [color="#505050"]Location[/color]Outworlds Alliance
Posted Today, 03:33 PM
I missed 'Flamer Day' back when they nerfed the flamers (Teamwork still OP,) and am not a spokes person for Kell's Commandos, but we've done drops while basicing new mechs when they came out and even bid away our first mech of the drop a few times.
The problem is, with 4.1 that we've no way to tell who we're dropping with. Before you could have someone boot up an alt, take a look at the queues and say "Hey, looks like a Pick up Group over there, bring what ever." Or you'd be able to tell that there was only one group queueing up on the planet for a few drops and could have the measure of your opposition and make deck decisions around that.
No longer. Now it's queue up, and pick your mechs, never having a clue as to what you'll face. And my Unit at least, does like to win, so everytime we'll wanna be prepared for another tight unit, cuz those fights are some of the best.
~Leone
good points
#11
Posted 11 January 2017 - 05:40 PM
Here is one where we brought LRM decks
#12
Posted 12 January 2017 - 04:06 AM
Teslar Kain, on 11 January 2017 - 12:21 PM, said:
I'd also like to see how top level players would kit out their mechs with such a self imposed handicap, and if the added challenge might spice things up for those who are bored with stompfests.
Not sure if it counts, but done all Urbie Scout decks and still won.
Cannot self-nerf much more then that.
#13
Posted 12 January 2017 - 05:02 AM
TWIAFU, on 12 January 2017 - 04:06 AM, said:
Not sure if it counts, but done all Urbie Scout decks and still won.
Cannot self-nerf much more then that.
leg each others urbeies at the start and shoot off the wepaons.
Edited by Lily from animove, 12 January 2017 - 05:03 AM.
#14
Posted 12 January 2017 - 07:08 AM
this is why i strongly suggest some kind of unit rivalry feature so units can enter into games where they know they are going to battle another unit. this would be a good alternative to split queue for pugs. it better targets elite units explicitly and gives them games more on par with their abilities. one game there might be worth 5 in the general population to really give units an alternative to pug farming in order to win planets, and with fewer drops.
for the pugs you will see fewer stomps, but will still see units from time to time. this opens them up to unit invites, strategy and simply being able to see what unit play offers rather than total insulation from the units.
Edited by LordNothing, 12 January 2017 - 07:13 AM.
#15
Posted 12 January 2017 - 02:46 PM
#16
Posted 12 January 2017 - 04:10 PM
Teslar Kain, on 11 January 2017 - 12:21 PM, said:
I'd also like to see how top level players would kit out their mechs with such a self imposed handicap, and if the added challenge might spice things up for those who are bored with stompfests.
I'm pretty sure SCAR made a post about running 12 mad dogs with srms into 12 maulers...and still winning.
#17
Posted 12 January 2017 - 04:12 PM
#18
Posted 12 January 2017 - 04:44 PM
#19
Posted 12 January 2017 - 06:37 PM
if you are a pug and you put a lerm boat in your deck, and you didnt coordinate to make sure your lerms and your scouts are in the same drop, you are pretty much are bringing a useless situational build for a situation that may not arise. if you do bring lerms, be sure to back them up with other weapons, get your own locks if neccisary and share your armor. and do throw a spotter in your deck, you might be able to buddy up with fellow lermers and alternate jobs.
Edited by LordNothing, 12 January 2017 - 06:38 PM.
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