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How About Those Spawns On Mining Collective?


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#21 InspectorG

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Posted 25 February 2018 - 09:15 AM

View PostxX PUG Xx, on 24 February 2018 - 01:02 PM, said:

So much this ^^^^

I don't know where the propensity to "Nascar" every map or why so many think that running in a wide arc, away from their own slow moving 'Mechs (while calling it a flanking manouevre) is the best tactic.



Because they think this is CoD.

#22 Gristle Missile

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Posted 25 February 2018 - 09:41 AM

Reverse Nascar works really good on that map
If you can convince people to do it and follow the assaults straight into the enemy

Instead, people like to make the assaults walk the furthest distance and probably get flanked/poked

Edited by Gristle Missile, 25 February 2018 - 09:42 AM.


#23 Nema Nabojiv

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Posted 25 February 2018 - 09:53 AM

View PostRoughneck45, on 24 February 2018 - 03:57 PM, said:

Far too many people are afk when the match starts too. Those first few seconds really do count, especially if you are moving 50-60 kph.

Yeah. There's always that one rеtаrd in an assault who doesnt move for the first minute and you have to poke him with mic and only then he realizes the game is actually started by which point its already too late for him.

Edited by Nema Nabojiv, 25 February 2018 - 09:54 AM.


#24 Koniving

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Posted 25 February 2018 - 10:02 AM

Question...

Would you complain about there being a number of spawn points, say 3 different landing points for each individual ship and each six of these are established as a "set" meaning when chosen they are chosen together, and each time the match starts the game does an frand! (random) check to see which pre-established set of set it uses?

An example implementation:
Crimson Strait.

Set 1: Current North/South setup.
Set 2: East/West setup.
Set 3: North-East / South-West setup?

Again just an example. Then when the match starts, the game tosses a die to determine to use set 1, set 2 or set 3?

Would like to think it beats the same place over and over again.

PGI could use a similar technique for turrets or even base locations as well.

#25 LT. HARDCASE

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Posted 25 February 2018 - 12:28 PM

View Postramp4ge, on 24 February 2018 - 08:03 PM, said:


All tier 1 means is you got carried enough times to have failed to learn any vital lessons all the way to tier 1.

I'm in tier 3 right now and I swear to God on all things sacred, tiers 4 and 5 had more actual, functional teamwork.

I just don't believe that. A few seasons ago before my computer died (reason I haven't played in months) I created a smurf, to see the actual "Tier 5 Experience" for myself. It felt more like a free for all, and by that I mean people were literally all over the map, on both teams. I was casually walking about HPG in the trial Hellbringer, marveling at how no one was paying me mind. I got 7 kills and 1128 damage.

What obfuscates the convo is that there are actual T5 matches like the one above, and then there are the ones where the valves bust and people from all tiers are mingled into the mix.

I was only in T4/5 for a couple matches, but it's hard for me to believe you experienced this amazing teamwork.

Edited by LT. HARDCASE, 25 February 2018 - 12:32 PM.


#26 Brain Cancer

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Posted 25 February 2018 - 04:58 PM

View PostAthom83, on 24 February 2018 - 10:05 AM, said:

No. Time to change the mindset of the idiots in the mediums and fast heavies that completely abandon their assaults and lemming down the side of the map completely opposite of where there assaults are instead of linking up with their assaults.


Which is as likely as changing the minds of the people who mindlessly run at the citadel on River City or try to take the "kill me here" hill on Grim Plexus.

It's like there's a silent beacon, only audible to small annoying dogs and potatoes.

#27 ANOM O MECH

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Posted 25 February 2018 - 05:14 PM

You got to play Mining Collective?

Man that must have been great....

#28 ShadowFire

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Posted 25 February 2018 - 05:48 PM

Having the left team's Assaults spawn in C2 sets up the "2" line team for failure for many games. PGI should adjust the assaults to the middle for both teams to mix it up more. Or if their (PGI's) programmers are up the the task and the Cry-engine game engine allows, maybe consider making the spawns random. The game/map would play less stale.

#29 Helsbane

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Posted 25 February 2018 - 06:29 PM

We've actually used that spawn point to our advantage a number of times by setting it up as a kill box. Knowing that lights typically charge that location to backstab assaults, we've split into two pairs and sent one lumbering off toward the typical rally area, while the other pair just finds a corner and hides near the spawn. Lights come hunting, but for some reason never check the dark corners there on their right. So many quick assault kills lulls them into a false sense of security I guess. Anyway, as the lights / fast meds round the corner looking for tasty assault backside, they get backshot by weapons capable of killing them in a single hit. And even if they don't die instantly, the sudden surprise attack on their rear throws them into all sorts of disarray, allowing the two assaults that wandered off initially to turn and fire.

So, no, the spawns are fine.

#30 radiv

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Posted 26 February 2018 - 01:11 AM

View PostHelsbane, on 25 February 2018 - 06:29 PM, said:

We've actually used that spawn point to our advantage a number of times by setting it up as a kill box. Knowing that lights typically charge that location to backstab assaults, we've split into two pairs and sent one lumbering off toward the typical rally area, while the other pair just finds a corner and hides near the spawn. Lights come hunting, but for some reason never check the dark corners there on their right. So many quick assault kills lulls them into a false sense of security I guess. Anyway, as the lights / fast meds round the corner looking for tasty assault backside, they get backshot by weapons capable of killing them in a single hit. And even if they don't die instantly, the sudden surprise attack on their rear throws them into all sorts of disarray, allowing the two assaults that wandered off initially to turn and fire.

So, no, the spawns are fine.



Because some light make misstakes the spawns are fine???

The spawns are not fine. If ur team is assisting the assaults with the bad spawn, the other team can take the center faster.

#31 Kotzi

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Posted 26 February 2018 - 01:27 AM

Well, Lances used to spawn very close to each other, people cried and wanted what you now have. Good teams would regroup anyways so that was not the brightest idea to begin with but ye, PGI delivered what people wanted. 95% of the time people run to the right side of the map so if the far left lance is heaviest and the team consist of Nascarlemmings you are screwed.

Most times you just have to move to the left side of the map, walk 1/3 way towards the enemy and setup a firing line. You could easily score the first blood. But its almost always counterclock Nascar. And then turning around because the enemy is behind you. Best example is the frozen city map. That side where you get down to the valley to your right. You can tell the people to stay in the cover of the buildings ahead of them as much as you want. There are still people trying to get to the right side of the city and turning back midway when the get shot by enemys on higher ground to their left.

Edited by Kotzi, 26 February 2018 - 01:31 AM.






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