Defend
#1
Posted 30 July 2017 - 06:04 PM
#2
Posted 30 July 2017 - 07:24 PM
It sometimes works well if your in a light and your teams anhialated to jaunt off and capture a base or capture points in conquest thus making objective play workable etc, but usually kill em all works best and rewards best so thats what happens by default.
Also because the games so vague when it comes to gametypes, all new players get is some terrible info regarding objectives as text when loading/waiting for ready that doesnt really help them much, esp gametypes like escort or incursion, the game would be objectivly better for the briefly clueless if when dropping into a game there was a PIP voiceover/face quickly and clearly explaining what that pilot has to do next, thus not becoming a liability to a team that does know wth their doing.
#3
Posted 30 July 2017 - 07:26 PM
conquest is a good example of the right way to design a mode with respect to limited respawn. the objectives are usually met by your third drop and i seldom have to break out my 4th mech unless i potato early in the match. the objective should be attainable with the first 2 drops. then suddenly staying alive is no longer a priority and you can focus on objectives. the pace of play will also be improved and the game would be more exiting.
though it doesn't help that every match uses the same scoring rules. different objectives should have different scoring rules. like on objective modes kills and damage would do ziltch for your score. at least weight the payouts from score triggers so that each game mode has its own set of multipliers.
Edited by LordNothing, 30 July 2017 - 07:32 PM.
#4
Posted 30 July 2017 - 07:36 PM
In Clan vs IS that can be another story. Game modes and maps can amplify advantages a faction has. Its a situation where hiding and defending a particular place on a map and run the timer is a good idea(if you want to win) but only if the other side must attack you. If nothing forces them to attack then just run the timer, game mode and maps need to be fixed, not you.
Edited by DAYLEET, 30 July 2017 - 07:36 PM.
#5
Posted 30 July 2017 - 09:12 PM
Sometimes, and its rare, it is good to go after objectives rather than kill the other team. Like HPG conquest for example. I don't know why but people still think its ok to get Theta when its exactly the wrong thing to do.
#6
Posted 31 July 2017 - 11:54 PM
GuardDogg, on 30 July 2017 - 06:04 PM, said:
I can't defend this thread.
#7
Posted 01 August 2017 - 01:40 AM
#8
Posted 01 August 2017 - 01:56 AM
If the opposing team doesn't split up, the deathball either runs into you and wipes you out ezpz or runs into your team which is now a 'Mech short.
Splitting up can work every now and then, but for your usual QP PUG, I'd argue that it's the wrong course of action most of the time.
#9
Posted 01 August 2017 - 04:37 AM
Luminis, on 01 August 2017 - 01:56 AM, said:
If the opposing team doesn't split up, the deathball either runs into you and wipes you out ezpz or runs into your team which is now a 'Mech short.
Splitting up can work every now and then, but for your usual QP PUG, I'd argue that it's the wrong course of action most of the time.
This.
It's why Escort sucks so hard.
If you and another player decide to "defend" the VIP, then you're forcing the rest of your team to fight at a severe disadvantage of 10v12. If they lose that 10v12 decisively then it's unlikely that your two mechs will actually be able to effectively defend anyways... since you'd probably be fighting 2v6+.
The only situation I can think of where splitting up is conclusively a good idea is on Conquest, where an enemy light takes gives them an early cap lead. You kill the enemy team, minus the 1-2 lights but have to split up to both decap, and defend these individual points.
#10
Posted 01 August 2017 - 04:57 AM
GuardDogg, on 30 July 2017 - 06:04 PM, said:
In almost every tactical game, diverting mobile, attack-capable units to do pure defense is a waste.
This counts double and triple for games where the opposing teams have equal force.
If noone comes, you're just a wasted Mech and your team has to play 11vs12.
If someone comes, they are VERY likely to come in force and you get stomped without causing any damage to speak of.
The existing, but very, very rare case that your guarding actually fends off someone with less damage on your side than on the enemy side is so astronomically unlikely that it can be ignored.
For a purely defensive unit to be viable, it must be incredibly cheap yet relatively powerful.
For example a stationary turret (pretty cheap to build compared to a moving armored unit) with a cr*pload of armor, range and ammo/heatsinks.
If for example a team could trade 1 mech and 100 ton drop weight for 3 100 ton PPC turrets, that might make sense.
But putting a mobile, offense-capable unit to do defense duty and in turn be missing in the actual fight is nothing but plain stupid.
THAT is why people freak out.
They freak out because you are wasting team resources (namely your Mech and no, you cannot do what you want. It's a team, not a private life. You can do what you want in the boundaries of properly contributing to the team effort).
That doesn't need to change.
You need to increase your understanding of tactical situations (no offense).
Edited by Paigan, 01 August 2017 - 04:58 AM.
#11
Posted 01 August 2017 - 05:02 AM
Paigan, on 01 August 2017 - 04:57 AM, said:
This counts double and triple for games where the opposing teams have equal force.
If noone comes, you're just a wasted Mech and your team has to play 11vs12.
If someone comes, they are VERY likely to come in force and you get stomped without causing any damage to speak of.
The existing, but very, very rare case that your guarding actually fends off someone with less damage on your side than on the enemy side is so astronomically unlikely that it can be ignored.
For a purely defensive unit to be viable, it must be incredibly cheap yet relatively powerful.
For example a stationary turret (pretty cheap to build compared to a moving armored unit) with a cr*pload of armor, range and ammo/heatsinks.
If for example a team could trade 1 mech and 100 ton drop weight for 3 100 ton PPC turrets, that might make sense.
But putting a mobile, offense-capable unit to do defense duty and in turn be missing in the actual fight is nothing but plain stupid.
THAT is why people freak out.
They freak out because you are wasting team resources (namely your Mech and no, you cannot do what you want. It's a team, not a private life. You can do what you want in the boundaries of properly contributing to the team effort).
That doesn't need to change.
You need to increase your understanding of tactical situations (no offense).
Hey man... all GuardDogg ever wanted to do was be a guard dog. can't a dog dream?
#12
Posted 18 September 2017 - 01:09 PM
#14
Posted 18 September 2017 - 01:15 PM
Unrelated, Map Control>Static Defense. As it is in real life, it just so happens it is in game. Happy accident.
#15
Posted 18 September 2017 - 01:24 PM
#16
Posted 18 September 2017 - 01:25 PM
Quote
That's because generally, "defending" a spot gets you gradually flanked, then stomped. Not that I mind faster units going back to help get a capper, but MWO is generally won by destroying most or all of the enemy first, then anything like a cap. "Defending" generally leads to the "defenders" contributing nothing to this stage of things (and basically not participating) if not done by the full group and giving the other side a free advantage and a two-step stomp. If the full group parks it, flank and stomp happens.
Plus, a cap race is the least rewarding, most boring match in MWO. It happens occasionally by accident, but it's guaranteed to leave people wondering why they wasted 10 minutes for a handful of Cblls and nearly zero exp.
#17
Posted 18 September 2017 - 02:44 PM
But, don't worry, Solaris will fix all this because it is designed for that leg hugging, pondering mass of incomprehensive towers of steel, whom are armed to the teeth, that wouldn't be able to fight at any distance beyond 100 meters because there'd be too many buttons to push beyond the one key they only know: alpha strike....
We've actually defended the base very successfully many times when we never ventured out; just to see what the other team did..... In one match, an assault on crimson, the other team never showed up at all............ Oh yes, we're playing with a whoie bunch of relatives of Lee, Patton, Guderian, Rommel, Longstreet, et al.... You know they are, they say so after every post they fear will change what it is they "do" and have practiced 5000 times......
Oh yes OP, they get a bit frustrated if you don't follow the MWO receipt............
#18
Posted 18 September 2017 - 02:53 PM
Asym, on 18 September 2017 - 02:44 PM, said:
Well, yes. Because those are Generals who absolutely believed that defense was pointless and you should be attacking, all the time. Lee and Patton in particular were fans of movement.
#19
Posted 18 September 2017 - 02:58 PM
#20
Posted 18 September 2017 - 03:37 PM
The majority are not interested in winning for the most part. Going through the motions of gameplay is good enough for them. People are playing just to collect digital items that they will never own. I like collecting wins. Wins are something that is mine and can't be taken away from me, ever.
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