Pat Kell, on 08 August 2017 - 04:47 PM, said:
The same is true on fighting in front of your spawns and preferably as far in front as you can. If you don't want to get spawn camped, get your but up there and help your team out. The sad fact is that because a lot of people won't do this, the brave/smart ones will rush out to where they should be, find themselves understrength, die and just as they are spawning in, we are finishing off the armor farmers in the back. These good players are made to suffer because of the poor choices the armor farmers are making. That is the issue with the game. Preventing spawn camping is easy, even as a pug. The issue is not the game mode, it's the choices being made while playing that game mode. I am telling people all the time how to avoid getting spawn camped and so are others yet people keep letting it happen.
The match you listed as an example is a perfect example. The attacker is closer to the gate than the defender is and should have no problem opening and beginning to enter the gate before the defending team can really mount any sizable force up to repel them effectively and still be able to be close enough to the gate to qqqqqqqqqqqqspawn camp. The only reason we are able to do this is because people do not get the gate open very fast. If you allow us to get up to the gate, get set up and prepare for pushing out before you open the gate, who is really at fault here? You could of opened the gate sooner and pushed in as a unit or a group but instead, people half stepped it, traded shots with us etc etc a million excuses why it didn't get open in time. We got set up, you opened the gate and we came and got you. Yea, we could of went back in the gate but we have found that trying to defend the gens with damaged mechs tend to lead to gen rushes, where all your wounded mechs die rather quickly and it takes too long to get back and effectively protect the gens. So no, we go out with our damaged mechs, do as much damage as we can as far in front of our gens as we can so that we don't get gen rushed.
Why should people be forced to sit through matches that are no fun for the winners and no fun for the losers? First off, I always have fun when I win...it varies to some degree based on how close the match is but winning is always fun. Second, if I agree to play a match where 4 respawns are present, I am going to hold up my end of the bargain and finish the match even if I am getting spawn camped and I am going to try to find something to learn from it (which is also fun for me). I am not saying that I object to all of the ideas I see here, I just don't think they are going to fix what you are really upset about. There will always be players out there that are better than us and how we deal with those situations determine how much we are able to improve ourselves. Looking for outside sources to fix the problem will often times lead to half measures and immense frustration. Finding ways to fix it yourself will lead to self improvement and enjoyment. That's why people should be forced to sit through those matches. It provides them with opportunities to either enjoy themselves by winning or opportunities to learn something from a loss. Whether or not they choose to take advantage of those opportunities is up to them and certainly is not something myself or anyone else should be responsible for.
Also, my comments on padding stats has a lot to do with this. It puts people in the mindset that by doing better somehow as an individual in a team play mode means something important, it does not. All it means it that you end up losing and getting spawn camped often. I am trying to show people how they can be more successful at this game mode with out waiting for the pie in the sky dream of having PGI miraculously fix this. This is exactly what I mean by looking to outside sources. There are a lot of people in here proposing ideas on how to fix this mode that will either never be implemented by PGI or are far off into the future. Stop looking for them to fix your problems and start looking within yourself. The ability is there, it just seems that a lot of people have been trained to expect other people to fix their own problems rather than taking the hard yet more satisfying and rewarding path of fixing it for themselves.
Maybe a better question to ask is why should a team that has been searching for a match for 10+ minutes be forced to allow the enemy to surrender? Why does losing a match suddenly give anyone the right to deny the victor some enjoyment?
So lessons to be learned? Pugging isn't a lot of fun when your team gets rolled in quick fashion. Could I have done more for the team to have been in a heavier mech? Possible, could I have done as much damage in a assault? Likely, but situation and positioning would have dictated that more that mech choice.
Biggist tidbit was since they like to pack it in on corners and hallways you got to toss party and air strikes on them like a stripper in Vegas to have any real effect, skill up those nodes!
Edit: cellphone autocorrect
Edited by Grus, 08 August 2017 - 05:18 PM.