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Battle Of Tukayyid 3


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#221 Danjo San

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Posted 06 May 2017 - 04:24 AM

View Postlinux4eva, on 06 May 2017 - 04:20 AM, said:

The problem everyone is complaining is not IS vs Clan OP tech.
The problem is Clan vs IS player base: team coordination and skill.
My impression is that most competitive players went for clan meta mechs, so there are less coordinated teams with skillful players on the IS side.
Playing with the IS unit against PUG or not very strong Clanners we win, but playing against IREX, 228 etc we lose.

No, it is also Tech. if not first and foremost...
I know ... I play both sides!

#222 JonDoeIowa

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Posted 06 May 2017 - 04:29 AM

And Clans have hit 100%.... who'd a thunk?

#223 Tiantara

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Posted 06 May 2017 - 04:31 AM

View Postlinux4eva, on 06 May 2017 - 04:20 AM, said:

Playing with the IS unit against PUG or not very strong Clanners we win,


- And even there we loose, because you have nothing to do with mech which use smart chain fire by group and have 60firepower when same mech class have only 30-40 and loose half of that with one of torso (if STD).
I played 27 match and got 2 wins. By luck only. I cant do anything with enemy which run faster and have more weapon. Take cover and make ambush? Yeaahh sure... before you get there clan already take the spot because of speed. And if you place XL in IS mech - you dead. Dead from focused shot from long range which rip part of your mech. Why so? Because of hellish number of ECM Marauder IIC with gauss ERLL and precise shot on a long distance! You don't see them before you die!
Fast medium mech filled with 1-2 gauss kill your team in second before you get into position.
That event must be placed in game after Light Engine for IS, not before that! Right now we have nothing to use against Clan...
Every 2-3 tier pilot in clan mech better than same tier pilot in IS just because of mech.
I play both side and when in IS side I need survive - in Clan mech I just have easy score and high damage without sweating.

#224 Renfis

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Posted 06 May 2017 - 04:38 AM

View PostBluttrunken, on 06 May 2017 - 03:56 AM, said:

Yeah, because you can counter the pure alphas of KDK's, MAD-IIC and their irk with "tankyness" and "superior" CQC. No one tops clans brawling capabilties. Vastly superior Pulselasers and SLs plus lighter SRM's which take less slots and ballistic boats the IS just can't copy or come close to. And the PPC's are better as well, even without counting the TC's.

IS quirks get toned down again and again and Clan just kept getting great mechs. What did we get in the meantime
Scouting: Try a bushwacker against a SL nova. That thing chews through ST's in *seconds*. Lighter missiles, yet again. Superior streaks. ETC.



The "I've done it" is not a good argument, but I've soloed both MAD IIC's and KDK-3s on multiple occassions in two of my three MADs (the last one I haven't found a build that works for anything for - and I don't wanna copy the working builds because reasons). It's doable (granted in QP).

As for scouting, you're getting outbrawled by SL/SPL Novas? I've played two scouting matches this event, both times I faced two SRM huntsman and two SPL/flame Novas. They brawled the crap out of my HBK 4SP and the rest of my team (BSWs), mainly thanks to their flamers.
So, adapt. Next time, me and my friends are bringing LPL Locusts / ERLL Ravens. Outrun and outrange the CQC clanners and shoot their legs off at a distance.

Could be just my playstyle, but when it comes to heavier mechs, I feel the survivability is alot better in an IS mech. Or time of day, or whatever.
Also, play alot more QP then FP, which could have something to do with my "feels".

But as I said in earlier posts, the biggest problem IS has in FP isn't tech, it's the lack of teamwork that works alot better (even as a PUG) on the clan side.

#225 Peter Overheater

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Posted 06 May 2017 - 04:41 AM

Sorry guys, played one match today (i normally hate cw) but the potato level of the enemies has been unrealisticly high. When i see three fresh brawling is-mechs (whm+grf) running away from one (!) erll shc at 250 meters i dunno what to say anymore.

#226 Bud Crue

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Posted 06 May 2017 - 04:43 AM

View PostDanjo San, on 06 May 2017 - 04:01 AM, said:

Tukkayid 1: 43%IS - 57%Clan
https://mwomercs.com/tournaments?t=201504tuk
Tukkayid 2: 46%IS - 54% Clan
https://mwomercs.com...nts?t=201512tuk
Tukkayid 3: 3%IS - 97%Clan
https://mwomercs.com/tournaments?t=201705tuk

Ok... it is still ongoing and the final result is not cast in stone yet... but, it kinda looks lopsided, along the fact that Clans have pushed to Terra in the previous 3 phases, and are pretty much wrecking IS in 4.1. as well too...
Say what you want... Clans are outright better off at the moment!
The new tech might level that out, however, Easy Mode is real!

edit: typo


I hypothesize that the relative "closeness" of the first two Tuks was due to a much greater population of dedicated loyalists back then. Anecdotally, the FRR TS had 12 mans running 24-7 during the first two, in organized patterns to maximize the windows. I recall at one point near the end of Tuk 2 we had maybe eight 12 mans who had played close to 24hrs straight as they were desperate to try and keep the IS in the fight. In effect the IS was able to stay in the fight and make it as close as it was by strength of numbers, even if it lacked skill and tech.

Now? That dedication is gone.

From the one bucket solution killing any sense of identity and the "what are we fighting for!" spirit; to the imbalance created by the current PPFLD meta that IS mechs simply cannot match; to the fact that much of the population simply doesn't know how to play QP maps/modes with respawn; there is just no real desire to play CW other than for the rewards. Those rewards as nice as they are, are not going to inspire dedicated organized play.

#227 Danjo San

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Posted 06 May 2017 - 04:43 AM

View PostDanjo San, on 06 May 2017 - 04:01 AM, said:

Tukkayid 1: 43%IS - 57%Clan
https://mwomercs.com/tournaments?t=201504tuk
Tukkayid 2: 46%IS - 54% Clan
https://mwomercs.com...nts?t=201512tuk
Tukkayid 3: 3%IS - 97%Clan
https://mwomercs.com/tournaments?t=201705tuk

Ok... it is still ongoing and the final result is not cast in stone yet... but, it kinda looks lopsided, along the fact that Clans have pushed to Terra in the previous 3 phases, and are pretty much wrecking IS in 4.1. as well too...
Say what you want... Clans are outright better off at the moment!
The new tech might level that out, however, Easy Mode is real!

edit: typo

Update:
IS 0% - Clan 100%

#228 linux4eva

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Posted 06 May 2017 - 04:44 AM

Yeah, the clan ECM is annoying for focusing fire, since you cannot simply name target designation to your team even at close range you have to spend more time explaining target location, at long range you just don't see them. Not mentioning difficulty of identifying damaged components.

#229 Tiantara

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Posted 06 May 2017 - 04:50 AM

View PostRenfis, on 06 May 2017 - 04:38 AM, said:


But as I said in earlier posts, the biggest problem IS has in FP isn't tech, it's the lack of teamwork that works alot better (even as a PUG) on the clan side.


- There is one big problem. In QP Clan mech more than IS. In QP IS mech can duel or fight more often with support of friendly clan mech. In QP most of your enemy have same or a bit higher tier.
In FP you have only IS mech on your side, no backups, much higher tier of enemy or even solid groups, and mech rotation which means that if your first wave ruins - your team will die one by one on dropzone! Or never come to cover to make ambush in time. Or just get open map where clan plays better because of speed and high firepower!
What to do with team work if your teammate die from shot by invisible on radar mech?

#230 Tiantara

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Posted 06 May 2017 - 04:54 AM

View Postlinux4eva, on 06 May 2017 - 04:44 AM, said:

Yeah, the clan ECM is annoying for focusing fire, since you cannot simply name target designation to your team even at close range you have to spend more time explaining target location, at long range you just don't see them. Not mentioning difficulty of identifying damaged components.


- Worse of that - on some maps you simply don't see that mech with great firepower on longrange. That Marauder IIC with ECm can kill many XL IS before they notice it! No name, no placement, no target. I saw all enemy team with ECM mech covering one another. Is have no such thing and all ECM mech have worse weapon or heat management!
At least IS mech can have 3 free slots in legs to put there DHS!! But no!
I just can't do anything with enemy which have 50-60 firepower when I have only 30-40 and loose 1\3 or 1\2 of weapon with side torso before I get into position.

#231 shopsmart

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Posted 06 May 2017 - 05:03 AM

At this rate, we might be seeing a tonnage increase to IS.

#232 Aramuside

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Posted 06 May 2017 - 05:04 AM

I feel rather sorry for anyone playing IS today. :(

Would be nice if people didn't blindly defend clan tech on the basis of teamwork though as not seen too much so far in most of my matches but still - 4 invasion and 2 scout as clan - all won. Moderate teamwork and almost no target calling.

Roll on that new tech as this is bludgeoning seals time despite all those units on the IS side complaining.

#233 Arkaiko

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Posted 06 May 2017 - 05:04 AM

View PostRenfis, on 06 May 2017 - 04:38 AM, said:


The "I've done it" is not a good argument, but I've soloed both MAD IIC's and KDK-3s on multiple occassions in two of my three MADs (the last one I haven't found a build that works for anything for - and I don't wanna copy the working builds because reasons). It's doable (granted in QP).

As for scouting, you're getting outbrawled by SL/SPL Novas? I've played two scouting matches this event, both times I faced two SRM huntsman and two SPL/flame Novas. They brawled the crap out of my HBK 4SP and the rest of my team (BSWs), mainly thanks to their flamers.
So, adapt. Next time, me and my friends are bringing LPL Locusts / ERLL Ravens. Outrun and outrange the CQC clanners and shoot their legs off at a distance.

Could be just my playstyle, but when it comes to heavier mechs, I feel the survivability is alot better in an IS mech. Or time of day, or whatever.
Also, play alot more QP then FP, which could have something to do with my "feels".

But as I said in earlier posts, the biggest problem IS has in FP isn't tech, it's the lack of teamwork that works alot better (even as a PUG) on the clan side.


looking all the post, just mercs and clan pilots saying that king of crap, see the damn tournament indicator 100%!!! i mean RLY!!!????
u need more to prove hwo OP r the clans?, cuz this means IS lose ALL matches...
play your damn clan mech on easy mode, but dont try to cover the sun with a finger

Edited by Arkaiko, 06 May 2017 - 05:05 AM.


#234 invernomuto

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Posted 06 May 2017 - 05:05 AM

View Postlinux4eva, on 06 May 2017 - 04:20 AM, said:

The problem everyone is complaining is not IS vs Clan OP tech.
The problem is Clan vs IS player base: team coordination and skill.
My impression is that most competitive players went for clan meta mechs, so there are less coordinated teams with skillful players on the IS side.
Playing with the IS unit against PUG or not very strong Clanners we win, but playing against IREX, 228 etc we lose.


I played a few matches and It's early to express a judgement, but I also find the level of IS play, at least in PUG, really low.
In my last PUG match there were lots of people that never played FP before: I am certainly not an expert, but most of the noobs seems to be on IS side.
In my clan group, on Boreal siege, communication was non existant, nobody leaded the group, nor there was a resemblance of a plan or strategy. We just tried just to stay in a group and someone used the command wheel to call targets. We always reinforced, nobody set a rally point for the push.
A barely organized IS would have mauled us really badly.
Instead, IS grup was even LESS organized than ours. LRMs, people running alone against clan firing line in open terrain... And there weren't masses of Kodiaks or Mad IIC, but mostly Hellbringers and Ebon Jaguars...

Edited by invernomuto, 06 May 2017 - 05:07 AM.


#235 PeeWrinkle

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Posted 06 May 2017 - 05:07 AM

Well it took less than a day and the Clan's already are at 100%. Would that actually mean the battle is over? LOL

I played a lot last night with my IS contract and we did very well in the drops I was a participant.
Only did 4 FW attack/counter attack/defend. IS in my drops was 3-1 and I was pugging. Two of those wins game against full units.
I did around 16 or so scout missions and won around 10 or 12 of them. I don't recall exactly, but I know we did not loose very often.
All in all it was quite enjoyable.

With that success I was surprised to see the Clans at 100%, but I guess that means most other IS drops were not as successful as the ones I was a part of. Or possibly there were a ton of Ghost drops for Clanners? The later is probably likely. I know while I was playing I would queue up for any drop and would be on the battle field in less than 2 minutes. Either the queue works super fantastically now, or there are very few IS players right now. I tend to think the later.

So skill aside, just in terms of shear numbers the IS does not stand much of a chance in the event I am thinking.

I'd really like to know what the queue wait times were/are for those playing Clan this time around. I imagine it is quite long?

Regardless, last night was very enjoyable. Hopefully I'll get back on later tonight, if you see me please be nice and let me kill you! LOL

#236 PhoenixNMGLB

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Posted 06 May 2017 - 05:15 AM

Ok I'm done for the day. Had enough of being murdered for the day.

Having played in the other events the balance this time is way off.

It doesn't help that IS strategy seems to consist of sit back and die one by one.

Tried to coordinate drops. Offer advice and you get a big fat silence in response.

Not sure if it's the same coordination on the clan side but TTK is ridiculously short at the moment.

#237 Ryoken

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Posted 06 May 2017 - 05:39 AM

View Postlinux4eva, on 06 May 2017 - 04:44 AM, said:

Yeah, the clan ECM is annoying for focusing fire, since you cannot simply name target designation to your team even at close range you have to spend more time explaining target location, at long range you just don't see them. Not mentioning difficulty of identifying damaged components.

Well ECM implementation in MWO is completely wrong itself as is the LRM implementation which sadly even adds up in giving new players a very bad first game experience and makes LRM unplayable in higher experience tiers. But it is known for ages now.

#238 Gleitfrosch

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Posted 06 May 2017 - 05:40 AM

Played a few matches tody and decided to let this event pass.

There is absolutely no fun in getting slaughtered the whole day.

#239 Tiantara

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Posted 06 May 2017 - 05:43 AM

View PostRyoken, on 06 May 2017 - 05:39 AM, said:

Well ECM implementation in MWO is completely wrong itself as is the LRM implementation which sadly even adds up in giving new players a very bad first game experience and makes LRM unplayable in higher experience tiers. But it is known for ages now.


- I think clan must have restriction no more than 1 ECM mech per lance. Or IS mech must have something better to counter ECM than big ugly IS Beagle Probe.

View PostGleitfrosch, on 06 May 2017 - 05:40 AM, said:

Played a few matches tody and decided to let this event pass.

There is absolutely no fun in getting slaughtered the whole day.


- Agree... but I still want prizes... even that I can't get them by Score...

#240 Aramuside

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Posted 06 May 2017 - 05:43 AM

View PostAramuside, on 06 May 2017 - 05:04 AM, said:

I feel rather sorry for anyone playing IS today. Posted Image

Would be nice if people didn't blindly defend clan tech on the basis of teamwork though as not seen too much so far in most of my matches but still - 4 invasion and 2 scout as clan - all won. Moderate teamwork and almost no target calling.

Roll on that new tech as this is bludgeoning seals time despite all those units on the IS side complaining.


Going to amend that - next two matches we were 1 dc and a shadow hawk that ran off needless to say we lost, then despite all being on comms in the next match (insanely random mech types like KFX's) everyone ran off at different speeds and directions despite agreeing to stay together - we all died alone needless to say. ;)

Match three - 3 huntsmen and a nova who mostly stayed together - easy win.

Hint - clanners please bring appropriate mechs to scout mode. ;)





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