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Battle Of Tukayyid 3


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#301 latinisator

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Posted 06 May 2017 - 08:22 PM

View PostTerrastras Rex, on 06 May 2017 - 03:38 AM, said:

PUSH AS A GROUP.
You can only win with courage.
IS HAS TO PUSH.
Push instead.


Quoted for truth!

View PostBluttrunken, on 06 May 2017 - 03:43 AM, said:

Thanks for destroying any semblance of balance you had by selling tons of powercreep mechs, PGI.


Er...how about "no"? In scouting mode, as a Clanner I cannot seem to win atm with my Nova against the AC/10 and SRM 20 spam that Shadow Hawks bring, accompanied by Centurions and Griffins. Not to mention the hitreg issues against Lolcusts.
Time to bring out the ShadowCat, I guess.
In CW, Terrastras Rex is spot on: what I have seen yesterday on my alt account (Liao loyalist atm), makes me believe that TESLA is testing automated Mechs..Others and I myself tried to lead or hint or whatever, calling targets, issue movement commands but..nothing in response. When it seemed that a PUG group was following orders and was actually pushing, 90% of the team stopped (they have HALTED their Mechs!111) when being shot or seeing an enemy. Two (2), including myself, followed the plan. We got our damage numbers but died horribly. Then the rest went in one at a time.
Sad end of the story: three of us had damage numbers (I too know that there are other things that matter), the rest was at max around 700 damage, averaging at around 500 damage.
I run 3 WHMs (2x 6R with XL and a 6D with STD) and a CN9-A (STD).

Don't get me wrong, I also think that Clans have an edge right now. An edge. Not more. In PUG games. At long range. Some Mechs such as my beloved Nova in CQC, if the fight doesn't take too long.
Also I think that there are maps that favour one side or the other. "To favour", not to lead to an "instawin".

#302 Tiantara

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Posted 06 May 2017 - 08:39 PM

- I think I found root of problem with low coordination in Invasion game mode. In back time we have only Siege mode, everyone know ho to play in team even without VoiP. All know his position and role. Right now 4\5 of time we play on QP maps, some of them balanced not to strategy, but in "Kill them all before they kill us" like it is in QP now but without 4 mech dropping.
All that make team work skill in Siege map low. And that go down, because I don't see Siege mode as often as it was before change. I have advice - make Siege mode part bigger, Skirmish shorter as well as Assault and Domination. Or put Siege mode between them... after each phase of QP maps.
Long before that change everyone know how to protect base or do scout and target highlight. Now in Siege mode many play as QP map pilots - and that really bad. Especially if your mech IS trial and have cursed XL engine...

Also that make another question, why all trial mech based on tier 1 skill and have not new player friendly build with XL engine?
Here was plenty of really sturdy, well working builds on STD engine, which make new players or player with tier3-4 live longer and feel IS mech better. But still I see 1\3 of team with trial IS mech which die in real combat in no time.

#303 MickaStarkiller

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Posted 06 May 2017 - 08:53 PM

Its just hard cause most the big units still over on clan, even big IS units are over on clan thats why the numbers are so bad oh well gg clan =]

maybe aus boys can change it for our time zone haha...

#304 Tiantara

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Posted 06 May 2017 - 09:10 PM

View PostAramuside, on 06 May 2017 - 11:31 AM, said:


Curious how you could get ace of spades with: a) your defeatist attitude; and Posted Image your self confessed inability to do at all well.

Though your ability to tell who is in a group amazes me tbh.


- Easy to answer - I'm not bad sniper (erppc, gauss, erll), can use brawling ballistic really good, play as Merc (so I have 50\50 IS mech and Clan in hangar with nice and proper for my playstyle builds), and mostly play in interceptors medium, sturdy heavy and powerful zombie-assaults like Atlas. Also I have some LRM based mech with precise and great support ability for team if team use it properly and not only shoot, but sometimes also highlight targets and do spotting of target.
But all that skills work in smart team only.
If team worry about "kill steal" - that useless.
If team kill you see your LRM support mech or LRM\laser mech - that useless too.
If team don't use time when enemy distracted from flank attack or sniper fire - that also not work at all.
If team don't understand that standing on fire line is bad, close sniper view, push you from cliff or block your way to retreat from position - that simply bad and sometimes ends with stupid death.
If half of team use IS XL mech on wide open places and die from longrange snipe fire - your skill can do there nothing.
If team not cover their support, sniper, or block brawlers in "hugging party" - well... you know the answer.

In all other situation everything can be good.

What about group - well... If you see 1-2 lances moving coordinated and use strategy depended on mechanich of each mech in lance - 80% chance they are in group. If 2 lances have same unit name and not mixed with other lances - they are in group also. If same name of unit mixed or blended for all lances - maybe its a pug...
If whole team have 3-4 different unit names mixed with players without any unit tags - 100% you see pug.

#305 -Ramrod-

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Posted 06 May 2017 - 09:10 PM

Well I can say after 15 matches that this event is a joke. I mean yea it's easy to get the 80 match score but I'd like to win some games too. The win/loss ratio is laughable. I've won 3-4 of the matches but a splintered IS group vs a 8-12 man Clan group is a joke. That's not being salty that's just being realistic. You Clanners know its a joke. I've noticed quite a few IS people going Clan because it's so jokingly easy. Wonder when PGI is gonna realize it needs to be 12v10...oh and bring back the Long Tom Posted Image. So salty and git gud away Posted Image!

Edited by -Ramrod-, 06 May 2017 - 09:13 PM.


#306 NocturnalBeast

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Posted 06 May 2017 - 09:34 PM

View Post-Ramrod-, on 06 May 2017 - 09:10 PM, said:

Well I can say after 15 matches that this event is a joke. I mean yea it's easy to get the 80 match score but I'd like to win some games too. The win/loss ratio is laughable. I've won 3-4 of the matches but a splintered IS group vs a 8-12 man Clan group is a joke. That's not being salty that's just being realistic. You Clanners know its a joke. I've noticed quite a few IS people going Clan because it's so jokingly easy. Wonder when PGI is gonna realize it needs to be 12v10...oh and bring back the Long Tom Posted Image. So salty and git gud away Posted Image!


It is harsh for Clan pugs too, especially when you get matched up against and IS 10 man +2. It is the 12 man premades who carry the event. IS is doing well at scouting now, since Clans can no longer bring Stormcrows and IS has Griffins, Kintaros and Oxides.

#307 T I N M A N

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Posted 06 May 2017 - 09:43 PM

View PostGorgo7, on 06 May 2017 - 07:56 PM, said:

Wow! Just got off of Boreal vault...we were attacking. Six in my unit, assorted pugs with us.

...

The team we fought was organized and well lead.

...

Again, I was reminded (especially on boreal) why FW is no fun unless you run the Clan gear against IS or other Clan.


Perhaps, and I might just be completely wrong here, but maybe, just maybe, there may be units with skill far greater than yours, and some of those units might possibly be on the Clan side.

I mean I doubt it. Six 4tcr members should be able to handle anything.

After all, 4TCR is one of the longest running Liao loyalist units, with many pilots who have played since beta...

#308 Michal R

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Posted 06 May 2017 - 10:01 PM

Clan can get 10 vs 12. And this still will be the same.
PUGS don't know how to play CW.
But on the other side, IS had this time Evil, Irex, 228 and like you See still lossing.

Perfect Game Industry thx for one day even. Very good prices for a day even ;)


#309 Kurbeks

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Posted 06 May 2017 - 10:18 PM

View PostNlGHTBlRD, on 04 May 2017 - 02:07 PM, said:

!!!!!!!!!!!!!!! Winning side should always be attacking on Siege Mode, and the losing side should be defending. General problem with FP mode honestly.


+1 to this

View PostMichal R, on 06 May 2017 - 10:01 PM, said:

Clan can get 10 vs 12. And this still will be the same.
PUGS don't know how to play CW.
But on the other side, IS had this time Evil, Irex, 228 and like you See still lossing.

Perfect Game Industry thx for one day even. Very good prices for a day even Posted Image



Exactly the reasason why Fp is a joke. As 99% of newbies play IS and buy wrong mechs. Should just allow playing FP if you are at least T3

#310 Tiantara

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Posted 06 May 2017 - 10:19 PM

- I say once more - FP need possibility to fight IS vs IS and Clan vs Clan. Devide both faction into 2 changing time from time (once in 2 week) groups and make them do local conflicts. No matter if they not totally "Lore based wars", thay can be local battles based on financial, resources or territory goals. No matter for what.
Just give opportunity to players fight with same tech level enemy! Where matter is skill, not imbalanced engines and weapons!
I don't advice separate all houses and clans as before - just splice them into 2 local conflict groups and change their alliance once in 2-3 week.

How that will look like:
1. Main conflict - all Clans vs all Inner Sphere.
2. Local conflict - 2 Clans in random alliance vs same 2 Clans do local battle between (for balance each group must have 1 overpopulated Clan)
3. Local conflict - 3 Inner Sphere Houses in random alliance vs 3 Inner Sphere Houses (Also for balance each group must have 1 overpopulated House)

One that change bring back interest to FP. Get rid of drop waiting (each side have enough population to do battle) and let people fight in FP without forcing to do imbalanced battle Is vs Clan only.

I really hope that someone in company hear that advice and do something in future.

P.S.
Here Pugs vs Pugs.
Winners Clans - Defeated IS.
Just look at that damage numbers and think whats go wrong here,

Spoiler


Edited by Tiantara, 06 May 2017 - 11:18 PM.


#311 Manei Domini Krigg

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Posted 06 May 2017 - 11:31 PM

Clans dominate at 400-650 m.
Clans start shoting. IS pugs stop.
Fight at 400-650m. IS is lose.

Main clan cfgs 2LPL+4(5,6)erml - open, push 1 bottom, hide, repeat, win.
IS have good ballistics? But it dont deal good dps when enemy hide most time. Ballistic IS mechs are slow - perfect target for focus.

RESULT - clans win 90%+

Edited by Manei Domini Krigg, 06 May 2017 - 11:32 PM.


#312 Chound

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Posted 07 May 2017 - 12:15 AM

View PostMickaStarkiller, on 06 May 2017 - 08:53 PM, said:

Its just hard cause most the big units still over on clan, even big IS units are over on clan thats why the numbers are so bad oh well gg clan =]

maybe aus boys can change it for our time zone haha...


there is too many siege games and not enough of the others. When I am ready for faction it is always in the siege mode and nothing else comes up. The only time I get someting else is if I get up early. for the next 4 hours I'm stuck playing either siege or scout those are my only two options. If I didn't need the points for the event I wouldn't bother playing that long.

#313 NeoMaddy

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Posted 07 May 2017 - 12:15 AM

View Postlatinisator, on 06 May 2017 - 08:22 PM, said:

In scouting mode, as a Clanner I cannot seem to win atm with my Nova against the AC/10 and SRM 20 spam that Shadow Hawks bring, accompanied by Centurions and Griffins.


Just because you can't win against the IS doesn't mean that the rest of the Clans can't. Obviously they can, simply look at the victory status. Parity is much closer in scouting, but it's still in the favor of the Clans, definitely not as circumscribed as the requirements you stated. I don't know how you can possibly argue that the balance is only an "edge" when one side currently has 100% of the victory points.

Some faction enthusiasts will never be swayed by evidence. Trying to balance based on forum whining is a horrible way to go.

#314 MickaStarkiller

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Posted 07 May 2017 - 12:25 AM

View PostChound, on 07 May 2017 - 12:15 AM, said:


there is too many siege games and not enough of the others. When I am ready for faction it is always in the siege mode and nothing else comes up. The only time I get someting else is if I get up early. for the next 4 hours I'm stuck playing either siege or scout those are my only two options. If I didn't need the points for the event I wouldn't bother playing that long.


well mate tbh i miss playing siege, when we have 228th fridays with all of the WildOnes we only ever get everything else and its good that now we can play something else.

whole time during event have only got one other mode and im loving it.

what i was saying is most of the big units are over on clan atm so IS will prob not be able to win any of the each day event things and thats just the way it is, so u just look up and u still making the CBILLS and enjoy the event with some mates and kill mechs =]

#315 PhoenixNMGLB

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Posted 07 May 2017 - 12:29 AM

Whichever way you look at it this event has exposed a massive imbalance in faction warfare.

You can argue all you want as to where that imbalance is. Whether it's in player skill, population coordination or the mechs themselves.

Regardless if this was a balanced game mode we would be seeing small percentage shifts not one side dominating by such a margin.

I would be saying the same if it was IS at 90% + all the time, whichever side you are on this kind of imbalance is not fun for anyone.

Edited by PhoenixNMGLB, 07 May 2017 - 12:31 AM.


#316 Ninjah

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Posted 07 May 2017 - 12:31 AM

It's simple, pugs go in with whatever mechs against carefully balanced, mastered and moduled out mechs and people who had been playing together for years. Our unit had a bunch of 48-5,6,7,8,9 games last night that didn't take more than 10 minutes max. Those who complain about clan range... Use Battlemaster 1G with 6 er large (+ range module) and you'll be competitive in long range game. I often use Warhammer 6D with 5 er large, works great too. Clans use mostly Hellbringers with 4 er large... Aim for their left torso and take out their weapons by shooting 1 component only. Learn the game before complaining. Ask and you'll get help and advice. FP is great but people are lazy and don't want to learn. This game is quite complex and don't expect to get the hang of it in a few days. My unit spends hours on TS just working on builds and doing spredsheets with competitive build combinations. Anyway this event is free for all and not much can be done now. Good luck all. o7

#317 Ninjah

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Posted 07 May 2017 - 12:36 AM

Also stop crying about the scouting, I did 600+ yeasterday in pretty much everything I took, from 12 er small nova to 6 lrm5 jenner. I have to tell you to "git good" here and learn to use something other than a "skillcrow" properly.

#318 Kit Nagasawa

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Posted 07 May 2017 - 12:45 AM

View Post-Ramrod-, on 06 May 2017 - 09:10 PM, said:

Well I can say after 15 matches that this event is a joke. I mean yea it's easy to get the 80 match score but I'd like to win some games too. The win/loss ratio is laughable. I've won 3-4 of the matches but a splintered IS group vs a 8-12 man Clan group is a joke. That's not being salty that's just being realistic. You Clanners know its a joke. I've noticed quite a few IS people going Clan because it's so jokingly easy. Wonder when PGI is gonna realize it needs to be 12v10...oh and bring back the Long Tom Posted Image. So salty and git gud away Posted Image!



You do know that a standard IS lance is four and a standard clan star is five? technically were having our numbers cut down in this game i'd really not go spewing changing the numbers when IS get more tonnage to bring in the long haul resulting in what should be wins for the IS. Real Clanner's simply take more pride in they're teamwork and battle/pilot skill to keep winning,

Remember kids: Only reason Inner sphere won this battle is by comstar intervention, Maybe start fighting like comstar and less talking like great house members.

#319 G SE7EN7

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Posted 07 May 2017 - 12:53 AM

At least the upside of everyone playing clans is we all get to play the REAL CW for once.

#320 Tiantara

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Posted 07 May 2017 - 01:06 AM

- Defeat after defeat and again and again...
All that "magnificent" armor quirks just give few seconds run under heavy ranged fire of whole clan team. When you get to close combat like 230-350m you have less than 50% of armor and half of firepower with less heatsinks. +10% of energy range - laughable, when every clan mech have not only bigger range and modules, but also TC and bigger speed to change distance after shot.
Forcing battle Clan vs IS show that both side just can't be balanced due difference of hardpoint numbers, less usable tonnage in IS mech, too big Heatsinks, less room after placing endo-steel and many more.
many IS mech have cap of 30-40 firepower even when they heavy. And same tonnage Clan can bring twice as big firepower with smart splice in 2-3 groups.





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