

Grim Domination
#1
Posted 06 January 2018 - 08:14 AM
...in quickplay
#2
Posted 06 January 2018 - 08:19 AM
#3
Posted 06 January 2018 - 08:43 AM
As a light I only go to into the edge of the circle enough it keeps from being timed out and watch mini map. The lack of movements of team mates lets me know just how many are going to lrm-snipe out side the circle. I ghost once an enemy light shows up or start taking fire. My mech is not a free kill while 11 so called team mates just try and pad their stats.
At least on all other maps you have a chance of a decent fight but on grim I'd rather go make a cup of coffee and get some snacks because I already know the outcome at 13:45.
#4
Posted 06 January 2018 - 08:46 AM
Aggression wins games, and too many people have come to the conclusion "My mech runs hot, so I need to hide until fully cooled between shots!" and have no forward momentum whatsoever. It's the reason I rarely play meta Laser Vomit anymore, because I just can't be the tip of the spear for the team with 2 HLLs and 4+ ERMLs when I have to cool off for 10 seconds after every shot. I die a lot, but I'm at least attempting to get my team to move forward and fight the enemy. It's not easy.
#5
Posted 06 January 2018 - 09:01 AM
#7
Posted 06 January 2018 - 10:31 AM
#8
Posted 06 January 2018 - 10:36 AM
and, something wierd is going on with LRM's: sometimes, I'm not recording LRM damage? I fired 600 LRM's into an exposed Assualt in Grim's domination floor, no AMS and I simply could not kill him and his damage figure wouldn't go beyond yellow??? 450 meters with LOS and TAG.... MDD-Prime with all of the LRM quirks and ST Nodes.... I haven't played the LRM game for months (yours and many other's advice and I'm mastering a LRM MDD - on sale) just to have if I need it for team play).
Next time I'll record it and eventually figure out how to post those recording in this forum cause I can't get them to paste at all.
#9
Posted 06 January 2018 - 10:55 AM
It does seem to me that people play too cautiously. I get not going stupid Yolo, but one stray shot from 1000m away will back them into cover.
#10
Posted 06 January 2018 - 10:59 AM
And since pugs often value cover too high (aggression is more important than cover), the 'wrong' side tends to be pushed out of the circle and are forced to do bad moves/trades if they want a chance to get back in.
You can of cause win on the 'wrong' side, but usually the F7 push wins...
Nema Nabojiv, on 06 January 2018 - 10:31 AM, said:
That's interesting. Whenever Domination and Plexus is in the pool for me, it get's chosen despite it being so unbalanced. It feels like players just hope to end up on the good side and having a nice steamroll...
Edited by Daggett, 06 January 2018 - 11:15 AM.
#11
Posted 06 January 2018 - 11:08 AM
Nema Nabojiv, on 06 January 2018 - 10:28 AM, said:
Well, of course - Taters gonna tat, as they say. But its not like the auto-lose side has a say on it - basically one team gets to decide if they're going to win or lose.
Daggett, on 06 January 2018 - 10:59 AM, said:
I've literally had people say this in ingame chat - That they voted for bad map combos because they were hoping they'd be on the good side.
Normally, I save all my blame for PGIs crap mode placement and map voting system, but seriously, **** people who vote that way. **** them with the wide end of a rake.
#12
Posted 06 January 2018 - 11:09 AM
If I notice I am on a team that is going to sit behind the hill on the Fox 8/9 line I usually will use the terrain and put myself right on Golf 7 letters and look for options to peak around and shoot towards enemies.
This will not over come a team not pushing into and holding F7, but opens up side and back shots for aggressive teams pushing and lets you shoot down into the crevice in front of the two building your friendly light is probably hiding behind wondering why no one is helping him (poor guy).
Reality is though that if I spawn on the 10 line I fully expect in quick play, that it is a loss. I imagine PGI hasn't fixed it because it really isn't broken, it's the players and unwillingness to commit and hold a key point. If you are lucky enough for one or two guys to storm up there and trade well behind the build on Fox 7 letters, you stand a really good chance of winning.
What I think is even worse is when I am on a team that doesn't take advantage and instead hangs back in Echo 6 and then losing. It's an especially terrible team if you lose when you spawn on the three line and the enemy isn't holding F7.
#13
Posted 06 January 2018 - 11:36 AM
#14
Posted 06 January 2018 - 12:09 PM
You aren't imagining things, it is a lop sided set up.
Bombast, on 06 January 2018 - 11:36 AM, said:
You'll note in the video that the red team is on the suicide hill side of the map. It's a terrible side to start on, and of course they had trouble getting into the circle. Video just proves the issue.
#15
Posted 06 January 2018 - 12:51 PM
Id take the hill any day in QP,, at least people move on that side
#16
Posted 06 January 2018 - 03:38 PM
Going right, opposite of the gas station is deadly since you're out in the open....
Basically the only way to win on that side is bum rush f7, kill the front line quickly, then deal with the people on the mountain...if not, expect to lose.
#17
Posted 06 January 2018 - 03:48 PM
#18
Posted 06 January 2018 - 03:54 PM
Solo Q.P is the worse for it, because it's combinded aggression that wins the mode.
I stopped voting domination because of the timid players
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