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Battle Of Tukayyid 3
#421
Posted 08 May 2017 - 04:36 AM
Teams win games...
All-ecm enemy teams are not likely... unless they expect you to bring lots of lrms. If you are bringing lots of lrms and dropping solo, THAT is the problem.
Group up, gear up and play coordinated. There are units that have waited months for an fp event, you may not beat them but you'll beat the pugs if you surround yourself with competent players and act like a team.
#422
Posted 08 May 2017 - 05:43 AM
kit ohnira, on 08 May 2017 - 05:16 AM, said:
As we've pointed out in other threads, asymmetric drops open up a whole host of other challenges for balance. For example, IS might think 12 v 10 would imply keeping the same tonnage per pilot on each side... that mean the differential increases from 3180 - 2880 = 300 tons to nearly triple that (- 240 per lost pilot) so 300 + 480 = 780 tons LESS max tonnage for clans so it'd be 3180 tons vs 2400 tons...
So the flippant remark "Oh lets just take away two players, that will balance it" lacks depth and perspective not to mention recollection of the numerous times PGI point out that 12 v 10 wasn't in feasible with a tremendous amount of rework.
Edited by draiocht, 08 May 2017 - 11:24 AM.
Quote Clean-Up
#423
Posted 08 May 2017 - 05:54 AM
Thrudvangar, on 08 May 2017 - 04:20 AM, said:
This post wasn't for you exactly
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- Sorry... Im just burning out from situation when no one can call target... because there is no target at all. So make fire focused - impossible by default. All fire in whatever see in line, not always in same mech.
Thrudvangar, on 08 May 2017 - 04:30 AM, said:
Believe me or not.. as an attacking non-pro, just fun gaming unit on clan side it is exactly the same.. defending is allways better than rushing into choke points and getting melted by a good organized and lined up enemy.
Its not easy winning clan tech... clan tech has range advantage, thats it.
Longer laser beam times, no auto cannon pinpoint, more heat... take out a clanners side torse and watch him die...
- But IS not always defending and running on open space and loose 2-3 mech killed in back from greater firepower - not encouraging at all. Also - ramming mech cause speed drop. IS mech gaining speed slower than clan and 3 mech which stuck - make all wave stuck. And you cant do nothing about it. And as often you get rammed in back - longer you stay in place and cant move!
About side torso - IS still have weakest point in structure - XL engines. Take side torso od such IS mech and he dead... when in same time clan mech do damage because of "mirror build". Yesm bit hotter but still do damage and have speed. STD make not only slower mech but also less agile and less weaponed. But at least we live longer...
MovinTarget, on 08 May 2017 - 04:36 AM, said:
Teams win games...
All-ecm enemy teams are not likely... unless they expect you to bring lots of lrms. If you are bringing lots of lrms and dropping solo, THAT is the problem.
Group up, gear up and play coordinated. There are units that have waited months for an fp event, you may not beat them but you'll beat the pugs if you surround yourself with competent players and act like a team.
- The main problem with full ECM team - is problem about calling target. How to do that if you don't see mech info at all?
Narc won't work because near ECM block it. Tag not presented in most mech with low number energy hardpoints. UAV killed so fast.. that won't help ether. And when you have radar sweep up the head - you can do any "ambush" because changing location impossible between sweeps.
So I try my best... I try cooperate with best pilots also, from my unit and in game also. But still - too much thing plays against IS and too much encourage Clan players.
With triple as much damage thay easy win at least 8 game from 10, even if they half group and half pugs. IS in same proportion mostly survive and hardwork... not play for fun.
Edited by Tiantara, 08 May 2017 - 05:56 AM.
#424
Posted 08 May 2017 - 06:18 AM
Customers vote with their wallet.
Edited by PocketAces, 08 May 2017 - 06:19 AM.
#425
Posted 08 May 2017 - 06:32 AM
Peiper, on 04 May 2017 - 02:29 PM, said:
Don't do this to us. PLEASE don't do this to us. We really want to play in this event, but:
Some of us would NEVER play for Liao.
Some of us will ONLY play for Wolf.
We are only Liao for the Cbills currently, because there faction play was meaningless. Now that it has meaning, we must be allowed to play with our trothkin, as we have the last two events. If you'd announced this a day earlier, we would not have taken our current contract.
You MUST let us play with our friends. Don't do this to us! This is the first event my unit has been excited to play in months!
Our unit did well on the leaderboards in the past, and we want to see if we can match that achievement again. But I need to have my guys united in order to show up at all!
PLEASE change us to Wolf. PLEASE.
No sympathy here from a longtime Marik loyalist. Such is the merc life...take the big contract, enjoy its benefits but then accept its consequences when you find yourself on the wrong side of a major factionwide battle.
PGI gave mercs plenty of notice that the next event was faction-based, so honor your contract and fight for Liao on Tukayyid!
#426
Posted 08 May 2017 - 06:44 AM
#427
Posted 08 May 2017 - 07:22 AM
#429
Posted 08 May 2017 - 08:04 AM
#430
Posted 08 May 2017 - 08:12 AM
MovinTarget, on 08 May 2017 - 05:43 AM, said:
Nah, PGI shouldn't have to actually work to address the biggest problem in their only product, should they.
Edited by Appogee, 08 May 2017 - 08:14 AM.
#431
Posted 08 May 2017 - 08:42 AM
Joshua McEvedy, on 08 May 2017 - 06:32 AM, said:
No sympathy here from a longtime Marik loyalist. Such is the merc life...take the big contract, enjoy its benefits but then accept its consequences when you find yourself on the wrong side of a major factionwide battle.
PGI gave mercs plenty of notice that the next event was faction-based, so honor your contract and fight for Liao on Tukayyid!
Liao didn't fight at Tukayyid. To be fair, mercs did not either. It was Several Clans vs. the Com Guard. So, technically, no IS loyalists or mercs should be fighting at Tukayyid. The meaning of this fight is the meaning we as players give it. Lore wise, the Blakists are both the Inner Sphere AND Clan's enemy. If I'm going to fight Tukayyid, I'm going to fight for the Wardens. Not because I want to see the Clans win, but because at least they deserve earth more than the honorless traitors that currently horde it for themselves. Better the Wardens win than Comstar keep it for themselves. Do you not agree?
But, this is PGI's version of Battletch where lore is simply a reason for them to create stickers to put on our mechs and find characters to sell hero mechs with their name attached. I want to fight with my friends. Up until Wednesday afternoon, our factions were meaningless. Now that we have a reason to pick a side, PGI won't let us. Mercs or loyalist, they should have reset the contracts.
What PGI should have done was a different battle in any case. Luthien would have been a good battle. So would Operation Bulldog, Smoke Jaguar trial of Annihilation, the Refusal War. Something between the clan war and the FedCom civil war, don't you think? Tukayyid has been won twice, and the clans will win it again. As long as tech is segregated, people will base their loyalties on what techs are available. I'll tell you what. Desegregate the tech, get rid of mercs - or drastically change how they work, maybe make it so they don't get paid when they lose, but get paid big if they win - and wait a month. Then run another big faction event. I bet things will be very different.
As far as my unit, some of us are playing. I'm done fighting PGI about it. I just wish I could play in the mechs I prefer to play CW in. I enjoy IS mechs in stock mode, even against clan mechs, but not in competition. Doesn't mean we aren't beating clans, (at least in our drops) but I just feel more comfortable playing clan mechs. It would also be nice to play with my Wolf friends. It IS kind of cool being the underdog in the event, but it doesn't make what PGI did right. Just looking on the bright side.
#432
Posted 08 May 2017 - 08:50 AM
Appogee, on 08 May 2017 - 08:12 AM, said:
They should desegregate the tech. Also, they should make it so a mech's weight isn't taken into account in matchmaking. Only the value of the platform itself (battle value) coupled with the value of the pilot (how a pilot scores in that mech, rather than simple PSR). Then you'll have more balance. An Orion is NOT equal to a Timber Wolf. That SHOULD be okay, but PGI doesn't want to give values based upon a mech's performance, which is what battle value does. They use it in classic battletech, they could use it here, altered appropriately for this game. They won't even have to quirk mechs anymore, because now an Atlas will have the same Battle Value as a Timberwolf. The servers can calculate battle values + pilot rating faster than a blink of an eye. Why not use them?
Nevermind. This is PGI. They're still worried about buckets and how to squeeze as many players into as few as possible.
#433
Posted 08 May 2017 - 09:03 AM
Lobo -The Main Man-, on 07 May 2017 - 01:42 AM, said:
Nearly 15 Scoutings games only two wins (most time versus nearly complete Clan Teams)
Nearly 10 Invasion games no wins (most time versus nearly complete Clan Teams)
No fun in any of this games
Next Event I Play Clan Mechs, sorry for this.
That will be something like...
I played Clans this Event!
Nearly 15 Scouting Games only two wins (most time versus nearly complete IS Teams)
Nearly 10 Invasion games no wins (most time versus nearly complete IS Teams)
No fun in any of this games
Next Event I Play The Side Wich Won This Event.... But I STILL HAVENT LEARNED SOMETHING
Dude.....
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#434
Posted 08 May 2017 - 09:59 AM
#435
Posted 08 May 2017 - 10:25 AM
Terrastras Rex, on 08 May 2017 - 09:03 AM, said:
- Faction Leaderboards are Ranked by Total Faction Player Victories.
- Unit Leaderboards are Ranked by Total Unit Player Victories.
a 12man could get 1 victory in Invasion, or split into 3 groups, and get 3 wins (x3 for time=9 wins)
Scouting wins shouldn't count towards the 'Player Victories' =/ Because 1 invasion win = 9 scouting wins.
So if I understand this correct. The Units that want to be on place 1-5 on the leaderboard, are now all playing scout, because they get more wins/min when they play scout?
#436
Posted 08 May 2017 - 11:41 AM
Really nice and useful rewards for really hard working play.
Anyway - I still think that most vital and weak part of IS mech is XL engines. Most of scouting games and nearly half of Invasion end by defeat because of trial mech with not friendly builds for tier 4-3 players and by players who place XL but take precise shots in shoulders and die.
Also - Faction Play must have changes which allow players fight not only against Clan side.
That bring back dynamic battles, make possible fight by build and skill - not vs superior tech, better range and higher speed. Give a choice - fight on the side of alliance with 1 overpopulated House or Clan, or take fight with all Houses vs all Clans, like it is now. That also make easier for new player get into Faction Play, try trial mech in more tactical battle, learn maps and more of it - use skill against skill. I really hope that such changes come into Faction Play as soon as possible, if someone notice that advice and try it on some test servers...
Also... That was 3 hard days. Harder than I ever seen for whole time in game (and I'm here from the start of game at all).
Many IS mech really become weaker and less role specific without their quirks. Some mech have not good quirks for role they can play in game. Armor bonus only give Clan bigger damage score and often didn't save mech live. Sadly, but true.
Most of IS ballistic too slow even with modules. And too easy breaks away after few strong hit...
Worst thing I see in game in so called "push!" strategy - speed dropping.
When all mech come into, even small difference in speed make walking behind mech ram into your back. Hit from that make your speed rapidly drop to zero. IS mech slow at gaining speed even with accel quirks. So, repeatedly ramming make your mech continuous speed dropping to zero and you just stuck in narrow place. Not because you stop, because someone ram into your mech and don't give a chance gain speed back to full. That really annoying!
2-3 of such incidents in narrow place like way from gates - and half of wave dead from sniper fire.
I don't know what to do with that, because seems no one think about assaults and their max speed and try to push them by more speedy heavy and even medium making them fully stop under enemy fire.
Anyway - I love MWO. For all many years it's only one of two games which I love to play when I have free time.
#437
Posted 08 May 2017 - 12:12 PM
CK16, on 08 May 2017 - 09:59 AM, said:
Saw an Atlas with that LRM + XL build the other night on my team. Our DC asked him to push first but he just turned and ran. I did not feel bad team killing him.
#438
Posted 08 May 2017 - 12:22 PM
HerbieTheCar, on 08 May 2017 - 12:12 PM, said:
Saw an Atlas with that LRM + XL build the other night on my team. Our DC asked him to push first but he just turned and ran. I did not feel bad team killing him.
- That what happens when team can't utilize what team have, and can't step away from onesided strategy and make other decision than teamkilling someone who they don't like.
Most funny, when that happens with snipers who kill one damaged mech after another and get killed from team for "inactivity in zergrush"... Really smart, yeah.
Only few times I see how team utilize sniper skill - lure enemy to line spot and give sniper opportunity to kill one mech after another trough their weak spots or take off enemy weapons, when team use cover and call weakened enemy targets.
But seems for that strategy need more brains than for "rush-push-armor share" strategy.
Edited by Tiantara, 08 May 2017 - 12:22 PM.
#439
Posted 08 May 2017 - 01:09 PM
#440
Posted 08 May 2017 - 02:04 PM
Also, boreal vault and grim portico(?) are two truely terrible maps, maybe some of the worst maps i've ever played in any game.
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