A New One
#1
Posted 04 August 2017 - 10:56 PM
game mode Domination
As soon as I drop with assault lance I notice the timer is at 35 seconds.
I love you PGI.
so much.
Hugs and kisses.
#2
Posted 05 August 2017 - 12:02 AM
I've seen enemy lights get to the middle on polar, while my team manged to get their fastest mech there with 8 seconds to spare, but never that. You should report it. Maybe you connected late?
That's odd, and it sucks - like landing on the crap side of domination on plexus. You know, the one without any cover in the circle at all, where you get to stare longingly at the buildings littering the enemy side while your own team draws straws one at a time to eat all the LRM's whilst the rest of the team cowers.
#3
Posted 05 August 2017 - 12:29 AM
Kiiyor, on 05 August 2017 - 12:02 AM, said:
I've seen enemy lights get to the middle on polar, while my team manged to get their fastest mech there with 8 seconds to spare, but never that. You should report it. Maybe you connected late?
That's odd, and it sucks - like landing on the crap side of domination on plexus. You know, the one without any cover in the circle at all, where you get to stare longingly at the buildings littering the enemy side while your own team draws straws one at a time to eat all the LRM's whilst the rest of the team cowers.
Ya it did suck. And yep I know exactly what you are talking about, except know it's RAC alley lol.
I mean I enjoyed my fair share of domination blunders, where no one commits and the game ends and everyone is like "really?!"
But the example above was a first.
Really don't want to start recording things, but the game has been odd lately.
Edited by JackalBeast, 05 August 2017 - 12:31 AM.
#4
Posted 05 August 2017 - 06:01 AM
Been in plenty of dom matches where the fastest mechs (usually lights, but the occasional med and lbk) just kinda **** around while the herd migrates slowly... not seeming to understand that they are the ONLY ones on the team that can get there in time.
#5
Posted 05 August 2017 - 08:54 AM
Kiiyor, on 05 August 2017 - 12:02 AM, said:
I've seen enemy lights get to the middle on polar, while my team manged to get their fastest mech there with 8 seconds to spare, but never that. You should report it. Maybe you connected late?
That's odd, and it sucks - like landing on the crap side of domination on plexus. You know, the one without any cover in the circle at all, where you get to stare longingly at the buildings littering the enemy side while your own team draws straws one at a time to eat all the LRM's whilst the rest of the team cowers.
Hate to break it to you, but my experience is that the team with the buildings loses the match 90% of the time due to their unwillingness to leave the cover of those builds and actually play the objective. As far as cover, there is this military term called "defilade" that people in MWO should really read up on and understand. Here is a description of what I am talking about:
Defilade is used to refer to a position on the reverse slope of a hill or within a depression in level or rolling terrain. Defiladed positions on hilltops are advantageous because "dead space" – a space that cannot be engaged with direct fire – will be created in front of the position.
Basically if the team moves across the objective in Grim Plexus Domination mode, to the bottom of the slope on the far side they will be in "Defilade" and cannot be fired upon by direct fire unless the enemy moves forward and silhouettes themselves at the top of the hill. This is that "Cover" that you and 90% of the other players of this game apparently don't seems to think exists. Also for the vast majority if not all of the mechs in this game, it is easier to fire upward than downward due to torso pitch limitations not to mention most cockpits have the view below them dramatically reduced by the instrumentation and control panels.
So what I see happen most often is the team with the buildings at the top of the hill will generally stop short at this cover and cower behind the buildingss which aren't in the domination zone except for a few faster mech which end up trapped in the Domination zone .The other team without this cover, usually rushes across the objective, kills off the few mechs that didn't stop and hide at the buildings and by osmosis ends up in the defilade below the hill with the buildings because there is no other place to go. The timer starts going down because they are the only team on the objective so finally a few brave soles move forward only to silhouette themselves and be taken under fire by the entire enemy team standing in the defilade below the slope. They either die or get severally damaged which puts the fear of god into all the other players cowering in the buildings and within a minute, they have ceded the match to the enemy without much of a fight.
Edited by Viktor Drake, 05 August 2017 - 08:55 AM.
#6
Posted 05 August 2017 - 09:48 AM
Viktor Drake, on 05 August 2017 - 08:54 AM, said:
Just got out of a Frozen City Domination match where more than half of my team decided to camp the urban high ground in F7 and not fight. When I saw that I fully expected our team to lose. Which, of course, we did. (What I didn't expect was to get 3 kills out of the deal.)
People need to learn that fighting wins the game. If you don't fight, you lose the objective. If you camp, you give the enemy the freedom to choose angle and range of engagement. High ground is nice, but high ground at the cost of mobility and aggression is a losing combination.
#7
Posted 05 August 2017 - 10:34 AM
Kiiyor, on 05 August 2017 - 12:02 AM, said:
I've seen enemy lights get to the middle on polar, while my team manged to get their fastest mech there with 8 seconds to spare, but never that. You should report it. Maybe you connected late?
That's odd, and it sucks - like landing on the crap side of domination on plexus. You know, the one without any cover in the circle at all, where you get to stare longingly at the buildings littering the enemy side while your own team draws straws one at a time to eat all the LRM's whilst the rest of the team cowers.
Grim Plexus has no crappy side in domination. In almost every case the victory will go to the team that pushes down to the two cubes in the saddle between hill and city in force, because they get to slowly edge up the enemy hillside, pie off corners and ridges, and pick the enemy team apart a few at a time while enemies have to push all the way into the open hillside to shoot back.
Taking sniping positions on either hill is utterly useless because you'll only be able to shoot at the handful of snipers on the other side. If you want to do the medium-long range poke game you need to get to a position off on one of the flanks and fire into the side of the bulk of the enemy force. If you're in something like a Raven-3L an excellent move is to flank all the way around the edge of the map and start blowing side torsos off the rearward enemies. Same can even work with closer-range lights if the enemy team has mostly pushed properly, since you're relatively safe to go in and kill the trailing edge. Had a match like that in my Arctic cheater where I split off with a Locust and we killed an enemy Annie before he ever got within range of our team.
#8
Posted 05 August 2017 - 11:29 AM
#9
Posted 05 August 2017 - 11:56 AM
Alexander of Macedon, on 05 August 2017 - 10:34 AM, said:
IMX, the side that spawns nearest the slightly urban area hilltop is at the disadvantage in PUG games. Because people camp the cover, almost all of which is outside the circle.
#10
Posted 05 August 2017 - 09:30 PM
#11
Posted 06 August 2017 - 12:06 AM
Viktor Drake, on 05 August 2017 - 08:54 AM, said:
Hate to break it to you, but my experience is that the team with the buildings loses the match 90% of the time due to their unwillingness to leave the cover of those builds and actually play the objective. As far as cover, there is this military term called "defilade" that people in MWO should really read up on and understand. Here is a description of what I am talking about:
Defilade is used to refer to a position on the reverse slope of a hill or within a depression in level or rolling terrain. Defiladed positions on hilltops are advantageous because "dead space" – a space that cannot be engaged with direct fire – will be created in front of the position.
Basically if the team moves across the objective in Grim Plexus Domination mode, to the bottom of the slope on the far side they will be in "Defilade" and cannot be fired upon by direct fire unless the enemy moves forward and silhouettes themselves at the top of the hill. This is that "Cover" that you and 90% of the other players of this game apparently don't seems to think exists. Also for the vast majority if not all of the mechs in this game, it is easier to fire upward than downward due to torso pitch limitations not to mention most cockpits have the view below them dramatically reduced by the instrumentation and control panels.
So what I see happen most often is the team with the buildings at the top of the hill will generally stop short at this cover and cower behind the buildingss which aren't in the domination zone except for a few faster mech which end up trapped in the Domination zone .The other team without this cover, usually rushes across the objective, kills off the few mechs that didn't stop and hide at the buildings and by osmosis ends up in the defilade below the hill with the buildings because there is no other place to go. The timer starts going down because they are the only team on the objective so finally a few brave soles move forward only to silhouette themselves and be taken under fire by the entire enemy team standing in the defilade below the slope. They either die or get severally damaged which puts the fear of god into all the other players cowering in the buildings and within a minute, they have ceded the match to the enemy without much of a fight.
so that thing i do where i take the trench on the side that the enemy team is on actually works? on that approach theres upper buildings on the hill, which are worthless. then theres a slope down and 2 smaller structures which are better cover than the ones above but still kind of crappy. then theres the trench. provided that the enemy dont have line of sight on you from the flank across the circle, it is a very defensible position and im surprised most players dont head for it. its a good place for a capping light to sit, but ive had luck just sitting down there in a brawler throwing ac20 rounds and srms at anyone who comes to the edge. it is kind of iffy if more than one drops down or circles into the end (worse if they push from both ends).
sometimes cover is really a crutch that looses as many games as it helps win. its like sending an invitation to the other team to attack, showing passiveness, indecision and lack of will to win. unless they are the same way and when both teams are like that you are in for a boring game.
#12
Posted 06 August 2017 - 05:38 AM
Viktor Drake, on 05 August 2017 - 08:54 AM, said:
Hate to break it to you, but my experience is that the team with the buildings loses the match 90% of the time due to their unwillingness to leave the cover of those builds and actually play the objective. As far as cover, there is this military term called "defilade" that people in MWO should really read up on and understand. Here is a description of what I am talking about:
Defilade is used to refer to a position on the reverse slope of a hill or within a depression in level or rolling terrain. Defiladed positions on hilltops are advantageous because "dead space" – a space that cannot be engaged with direct fire – will be created in front of the position.
Basically if the team moves across the objective in Grim Plexus Domination mode, to the bottom of the slope on the far side they will be in "Defilade" and cannot be fired upon by direct fire unless the enemy moves forward and silhouettes themselves at the top of the hill. This is that "Cover" that you and 90% of the other players of this game apparently don't seems to think exists. Also for the vast majority if not all of the mechs in this game, it is easier to fire upward than downward due to torso pitch limitations not to mention most cockpits have the view below them dramatically reduced by the instrumentation and control panels.
So what I see happen most often is the team with the buildings at the top of the hill will generally stop short at this cover and cower behind the buildingss which aren't in the domination zone except for a few faster mech which end up trapped in the Domination zone .The other team without this cover, usually rushes across the objective, kills off the few mechs that didn't stop and hide at the buildings and by osmosis ends up in the defilade below the hill with the buildings because there is no other place to go. The timer starts going down because they are the only team on the objective so finally a few brave soles move forward only to silhouette themselves and be taken under fire by the entire enemy team standing in the defilade below the slope. They either die or get severally damaged which puts the fear of god into all the other players cowering in the buildings and within a minute, they have ceded the match to the enemy without much of a fight.
As a tanker, Defilade, hull down, is a good friend. Unfortunately, I'm not too sure we have very many ex-tread heads in the game... Those of us who are or were have given up any hope of "reality" coming into MWO. Let alone the military combined arms tactics that would change team play for a long time.
#13
Posted 06 August 2017 - 06:56 AM
Viktor Drake, on 05 August 2017 - 08:54 AM, said:
Is a trap.
It doesn't work on Grim Plexus as often as thought.
Really in Grim Plexus Domination, there is only 1 spot per side with high chance of holding the circle.
Side with buildings
Actually has it worse partly due to buildings that encourage players to hide behind. The buildings on the slope in F7 are also a trap, if a Mech tries to hold the circle there and the other side pushes, he gets overrun.
Only in G7 can the circle be held. You need a fast Mech to get in the trench there and hug a wall so he is not spotted.
Side without buildings
Get a fast Mech to the high ground in F6 and park behind a pillar. Enemies cannot touch you unless they spread out in more than one grid, then they weaken themselves being too far apart.
Side without buildings has the advantage assuming players of equal skill.
Escef, on 05 August 2017 - 09:48 AM, said:
Just got out of a Frozen City Domination match where more than half of my team decided to camp the urban high ground in F7 and not fight. When I saw that I fully expected our team to lose. Which, of course, we did. (What I didn't expect was to get 3 kills out of the deal.)
People need to learn that fighting wins the game. If you don't fight, you lose the objective. If you camp, you give the enemy the freedom to choose angle and range of engagement. High ground is nice, but high ground at the cost of mobility and aggression is a losing combination.
That's the other Domination map with similar issues to Grim Plexus, little cover around the circle and everyone afraid to go in and fight.
Almost every other map has decent cover within the circle.
Worst Domination maps now:
Grim Plexus - little cover.
Frozen City - little cover.
Crimson Strait - circle not centered between teams and goofy lance drop locations.
Tourmaline Desert - maybe, for some reason a number of matches result in scared teams usually dropped on the E6 side.
#14
Posted 07 August 2017 - 02:45 AM
hugs and kisses..
#15
Posted 07 August 2017 - 03:00 AM
Viktor Drake, on 05 August 2017 - 08:54 AM, said:
Holy &^$# man, it's like you're LIVING MY LIFE!
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