#1
Posted 01 May 2017 - 09:11 PM
#2
Posted 01 May 2017 - 09:24 PM
If I may ask, has your team been mostly random players, most of them rather new ?
Were you guys playing against a team with mostly veterans (unit tags, custom paintjobs and decals are a rather dead-straight give away) ?
Also, did your team bring mostly LRM´s, while the enemy was having directfiring weapons ?
There is a few points to remedy at least some of the pain .
-Check out the community TS hubs . Communication and Teamwork are KEY in CW/FP and widely regarded as OP.
-Build well suited dropdecks for the maps (some maps require extreme-to-longer range weapons, some maps want closer ranged weaponry )
-How good is your PC´s performance (if youre playing all the time at sub 30 FPS you will have a damn hard time hitting well)
-How comfortable and easily usable is your button-layout (not having to lift hand from WASD is helpful for quick situations)
-How good is your mouse setup ? Is your reticule crawling over the screen and never reaching a target or do you maybe overshoot all the time ?(to find a good baseline speed for your mouse : goto training grounds, run full speed unzoomed around one enemy, fixate on one component, tweak mousespeeds so long until you hit that component reliably and comfortably . This is your baseline mousespeed, if possible, add faster and slower speeds so you can choose between fast swiveling/torsotwisting and precision shooting speed)
-What does your dropdeck consist of ?
Edited by The Shortbus, 01 May 2017 - 09:27 PM.
#3
Posted 01 May 2017 - 09:45 PM
gamingogre, on 01 May 2017 - 09:11 PM, said:
I would like to help you. I need to know some background so I can tailor my advice.
Q1: Are you playing FP as part of a group?
Q2: Which Mechs are you taking to FP games?
Q3: How long have you been playing MWO, and what PSR Tier are you?
Edited by Appogee, 01 May 2017 - 09:46 PM.
#4
Posted 01 May 2017 - 11:46 PM
I guess a Brawler Atlas on Polar Highlands or a LRM Catapult on Crimson Straight.
#5
Posted 02 May 2017 - 12:27 AM
You dont even need supermeta builds, just go the extra step to get a communicative/competent group and youll be mech better off.
#6
Posted 02 May 2017 - 12:32 AM
gamingogre, on 01 May 2017 - 09:11 PM, said:
Oh what ? Its broken again?
And here I thought FP was all bells and gingles and I would be missing all the fun.....oh wait there was a reason most of the units that where playing mostly FP quit and now play player organized leagues and aranged lobby matches.
#7
Posted 02 May 2017 - 03:49 AM
In regards to spawn camping it is an issue that pgi tried to address with walls that help attackers almost as much as defenders, the walls should be lower and closer to ship so dropship can shoot over it at attackers, dropship strength should be increased and people dropping should have a limited time after being dropped to group up before they HAVE to leave the defensive range of dropship/dropzone.
#8
Posted 02 May 2017 - 10:11 AM
#9
Posted 02 May 2017 - 10:34 AM
justcallme A S H, on 01 May 2017 - 11:46 PM, said:
I guess a Brawler Atlas on Polar Highlands or a LRM Catapult on Crimson Straight.
#10
Posted 02 May 2017 - 02:10 PM
OP , it happens to clan too. Been on the receiving end of it when faced with 12 warhammers all loaded the same.
#11
Posted 02 May 2017 - 06:09 PM
Grus, on 02 May 2017 - 02:10 PM, said:
OP , it happens to clan too. Been on the receiving end of it when faced with 12 warhammers all loaded the same.
Carl Vickers is on a PGI mandated vacation, so I will have to oblige you. Here we have a picture of a skittle dropzone:

@OP, Spawn camping in FW happens due to 2 reasons: One side clearly out-matches the other by a large margin, and the fight eventually ends up at the dropzone. Other reason is sometimes teams refuse to leave dropzone, or fight very close to their dropzone. If they get wiped there, it becomes an automatic spawn camp (advice is to not try and fight near your dropzone, move at least a good 1.5km away from it so that this doesn't happen.) Also, even if you're losing at a 2:1 pace, 6 enemy mechs remaining each wave makes it really hard for them to push a dropzone. It's when a side gets their wave wiped 12-1, 12-2 that it becomes and inevitable spawn camp
Edited by Vxheous Kerensky, 02 May 2017 - 06:18 PM.
#12
Posted 02 May 2017 - 06:40 PM
Vxheous Kerensky, on 02 May 2017 - 06:09 PM, said:
Carl Vickers is on a PGI mandated vacation, so I will have to oblige you. Here we have a picture of a skittle dropzone:
I notice someone else hasn't been posting lately either.
LOL.
Too funny.
Grus, on 02 May 2017 - 02:10 PM, said:
OP , it happens to clan too. Been on the receiving end of it when faced with 12 warhammers all loaded the same.
Well given you've posted, we're covered on the potato front
12 WHM? ppfft...
12 GHP-5H, that -15% heat gen and higher agility is king.
Edited by justcallme A S H, 02 May 2017 - 06:41 PM.
#13
Posted 02 May 2017 - 10:45 PM
justcallme A S H, on 02 May 2017 - 06:40 PM, said:
I notice someone else hasn't been posting lately either.
LOL.
Too funny.
Well given you've posted, we're covered on the potato front
12 WHM? ppfft...
12 GHP-5H, that -15% heat gen and higher agility is king.
I feel somewhat responsible for Carl's vacation, as I goaded him into telling a certain Hackusation Z that his eyes were brown cause he was so full of...well you know (I am paraphrasing Carl here)
#14
Posted 03 May 2017 - 12:08 AM
Edited by justcallme A S H, 03 May 2017 - 12:08 AM.
#15
Posted 03 May 2017 - 05:35 AM
There's a reason there's no matchmaker in FW (as if it would work if it was there, but that's a whole other issue). It's because they are catering to the "non-cheapskates" that pay their bills. That means the organized groups.
The ONLY reason you are in FW as a PUG is to be "OPFOR" (Opposing Force) for the organized groups to practice on. If you don't want to be spawnfarmed, there are a couple of things you really have to break yourself from.....like adding more LRMs to the problem of "too many LRMs on a PUG team" or staying zoomed to maximum when you're in close quarters.
#16
Posted 03 May 2017 - 06:09 AM
naterist, on 02 May 2017 - 12:27 AM, said:
"The community" decided that spawn camping was one of the top 3 issues with Faction Play, otherwise they wouldn't have
#17
Posted 03 May 2017 - 06:39 AM
But then, Long Tom.
Need say no more.
#18
Posted 03 May 2017 - 11:14 AM
Vxheous Kerensky, on 02 May 2017 - 06:09 PM, said:
Carl Vickers is on a PGI mandated vacation, so I will have to oblige you. Here we have a picture of a skittle dropzone:

@OP, Spawn camping in FW happens due to 2 reasons: One side clearly out-matches the other by a large margin, and the fight eventually ends up at the dropzone. Other reason is sometimes teams refuse to leave dropzone, or fight very close to their dropzone. If they get wiped there, it becomes an automatic spawn camp (advice is to not try and fight near your dropzone, move at least a good 1.5km away from it so that this doesn't happen.) Also, even if you're losing at a 2:1 pace, 6 enemy mechs remaining each wave makes it really hard for them to push a dropzone. It's when a side gets their wave wiped 12-1, 12-2 that it becomes and inevitable spawn camp
I'm glad I was on lunch when I read this. Laughed so hard. Thank you.
#19
Posted 03 May 2017 - 11:21 AM
justcallme A S H, on 02 May 2017 - 06:40 PM, said:
I notice someone else hasn't been posting lately either.
LOL.
Too funny.
Well given you've posted, we're covered on the potato front
12 WHM? ppfft...
12 GHP-5H, that -15% heat gen and higher agility is king.
Yeah but the GHP is 9/10 running a XL. So easy st kill. WHM usually had it's leg armor reduced to fit the "meta" so there are weakness abound with said IS meta. Kinda like anything dropped by Laio fairly easy to kill..
#20
Posted 03 May 2017 - 03:05 PM
They both run XL and same armour levels. Learn mechlab plz.
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