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#61 Kroete

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Posted 22 September 2018 - 01:10 AM

View PostEisenhorne, on 21 September 2018 - 01:27 PM, said:

If PGI gives an event, I'll grit my teeth and deal with it, but I won't have fun doing it. This last event was torture.

Playing a game that is no fun sounds realy strange for me.

Why are you doing that?

#62 Mystere

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Posted 22 September 2018 - 05:19 AM

View PostKroete, on 22 September 2018 - 01:10 AM, said:

Playing a game that is no fun sounds realy strange for me.

Why are you doing that?


Hoping against hope that things might be different then? Posted Image

During the Turtle Bay: Aftermath - Quick Play event, I could just take six or so drops before quitting and doing something else entirely.

Founder (MWO) vs. Heli (War Thunder) event? I think I'll spend the weekend with the latter. My HOTAS needs a good workout. Posted Image

Edited by Mystere, 22 September 2018 - 05:23 AM.


#63 OmniFail

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Posted 22 September 2018 - 06:55 AM

I don't press R because the lights will swoop in and steal my kill when my target is CT one touch. Posted Image

#64 MischiefSC

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Posted 22 September 2018 - 08:05 AM

View PostEisenhorne, on 21 September 2018 - 01:27 PM, said:


If it was only one terribad per game... I'd learn to live with it. It seems like every QP game I tried to play lately, there are 4-5 absolutely awful players on my team. The tier system is FUBAR to the point where QP is unplayable unless you like banging your head against a wall.

I've just given up on it (QP) entirely. I will log on, see if anyone I know is doing FP (usually I can find someone), and if not, I'll just watch netflix or play something else until enough people are on for FP. If PGI gives an event, I'll grit my teeth and deal with it, but I won't have fun doing it. This last event was torture.


As an aside I'm glad it's not just me.

A few months ago FW was dead, almost all of KCOM was AFK and I decided to just smash QP a lot. See how I did if I brought only good mechs and dropcalled/pugwrangled. I ended with like a 2.9 w/l. Just in QP. If I called, legged enemies for my teammates to kill and shared situational awareness I was finding that most the time (about 75%) my team would exploit that to win.

This last month when I do the same it's closer to 60%.

The steep population drop seems to be the "not terribad" segment leaving. It's not hyperbole or confirmation bias - the quality of players is discernably, noticeably, demonstratively worse. Shown in average performance on leaderboards and testing like I've done before.

Not sure what can be done. This isn't a matchmaker issue it's a byproduct of 2 things - lower population and insufficient pressure/motivation to improve. The game has coddled bad play and poor choices for years and as such has a segment of dedicatedly bad players who've learned to be carried. Now that the carrier population is thinning it's becoming a real issue.

#65 K O Z A K

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Posted 22 September 2018 - 08:37 AM

Usually it's just muscle memory as you see a target and are lining up the shot you hit R. I must admit there are times I will get frustrated because 2-3 lrm specialists, the ones that on the forums are always pushing with their team, sharing armour and shooting backup weapons, but whenever I see them in game for some reason are always behind the team at 99% while everyone's been fighting and is at 50%. Sometimes when I see this I will lose it and stop locking so hopefully they will move up to get their own locks and share some armour, but usually it doesn't work :(

#66 Ghogiel

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Posted 23 September 2018 - 08:28 AM

View PostHazeclaw, on 22 September 2018 - 08:37 AM, said:

Usually it's just muscle memory as you see a target and are lining up the shot you hit R. I must admit there are times I will get frustrated because 2-3 lrm specialists, the ones that on the forums are always pushing with their team, sharing armour and shooting backup weapons, but whenever I see them in game for some reason are always behind the team at 99% while everyone's been fighting and is at 50%. Sometimes when I see this I will lose it and stop locking so hopefully they will move up to get their own locks and share some armour, but usually it doesn't work Posted Image

most of the time you not locking drops your teams winning rate much less then those lurm boats do just by showing up Posted Image

The real trick is to find the angles/positioning where those lurms are getting shot if you are getting shot. Sometimes that slows the game down, which is usually nowhere near optimal, but the way the statistics read, if I die before making a carry, the odds of the team losing jump up 2-3x on average.

Edited by Ghogiel, 23 September 2018 - 08:29 AM.


#67 Roland09

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Posted 23 September 2018 - 10:42 AM

View PostMischiefSC, on 22 September 2018 - 08:05 AM, said:

As an aside I'm glad it's not just me.

A few months ago FW was dead, almost all of KCOM was AFK and I decided to just smash QP a lot. See how I did if I brought only good mechs and dropcalled/pugwrangled. I ended with like a 2.9 w/l. Just in QP. If I called, legged enemies for my teammates to kill and shared situational awareness I was finding that most the time (about 75%) my team would exploit that to win.

This last month when I do the same it's closer to 60%.

The steep population drop seems to be the "not terribad" segment leaving. It's not hyperbole or confirmation bias - the quality of players is discernably, noticeably, demonstratively worse. Shown in average performance on leaderboards and testing like I've done before.

Not sure what can be done. This isn't a matchmaker issue it's a byproduct of 2 things - lower population and insufficient pressure/motivation to improve. The game has coddled bad play and poor choices for years and as such has a segment of dedicatedly bad players who've learned to be carried. Now that the carrier population is thinning it's becoming a real issue.


Just this weekend, there were 4 - 5 instances when I called a grid where the enemy was pushing from. People on my team used this information...









... to scatter to the four winds and run away as quickly as possible from the grid I called. The slower ones sometimes even gave the enemy back shots. Needless to say, these games ended up 12:2 or 12:3. I do not know where this definite lack of aggression comes from. Now I am in doubt about pressing 'r', it might make the team scatter when they see lots of red triangles somewhere.

#68 MW Waldorf Statler

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Posted 23 September 2018 - 11:02 AM

View PostOmniFail, on 22 September 2018 - 06:55 AM, said:

I don't press R because the lights will swoop in and steal my kill when my target is CT one touch. Posted Image

than you not understand the Game and goes better back to Singleplayer games ...not own Kills the goal ...teamplay and win as Team is the goal...its not important were from team finished my target when its not longer in Sight , im concentrate my fire of the next dangerous target for me and my mates ...which Target most dangerous? in my Near ? with a LOS? and most dangeroeus for my Mates ...a weaponless Target not important when 2 targets with Weapons in my LOS and in Flank

Edited by Old MW4 Ranger, 23 September 2018 - 11:05 AM.


#69 LTC Kilgore

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Posted 23 September 2018 - 12:40 PM

By not targeting the enemy, you are deliberately trying to cause your team to lose by denying valuable information to the rest of the team. Quite frankly, it is extremely selfish and poor gameplay

#70 Judah Malganis

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Posted 23 September 2018 - 02:13 PM

I was just in a match today that was 3v2 at the end and the enemy won because only one of our 3 remaining mechs pressed R and he died quickly when the enemies focused him. The remaining 2 mechs just sprayed fire on a Thantos and Catapult that had open side torsos and probably XL engines both. People were typing in all caps and screaming on comms to press, R, but these guys just sprinkled fire all over the enemy mechs and were whittled down after overheating.

#71 Judah Malganis

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Posted 23 September 2018 - 02:17 PM

Quote

to scatter to the four winds and run away as quickly as possible from the grid I called. The slower ones sometimes even gave the enemy back shots. Needless to say, these games ended up 12:2 or 12:3. I do not know where this definite lack of aggression comes from. Now I am in doubt about pressing 'r', it might make the team scatter when they see lots of red triangles somewhere.


It angers me to no end to drop an awesome UAV that discovers 6-8 to enemies only to have my team decide to use that information to run and hide.

#72 MischiefSC

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Posted 23 September 2018 - 02:24 PM

You can't make bad not bad. All that trying to "trick" your teammates into making a good choice does is get them shot in the back while trying to run at 400m instead of 800m. They are not going to stop being failures because they were surprised by the enemy.

What matters is the people on your team who are not failures needing that information to help you carry the bad and cowards.

The reality is that based on the steeper skewing of w/l on the leaderboards a 1.14 is "carrying yourself". You're not really carrying the 0.86 average players to a 1.0 unless you're over that.

This requires the use of R, among other things.

#73 Khobai

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Posted 23 September 2018 - 02:26 PM

game should just press R for you

because people are too stupid and lazy to do it themselves

View PostOmniFail, on 22 September 2018 - 06:55 AM, said:

I don't press R because the lights will swoop in and steal my kill when my target is CT one touch


Thats more a problem with the scoring system. The game needs to award fractional kills.

If you do 90% of the lethal damage to a mech, and someone else gets the kill shot, you should get credited with 0.9 kills. And the guy that got the kill shot should only get 0.1 kills and a small bonus for the kill shot.

This is supposed to be a team game, you shouldnt have to compete with teammates for kills, thats completely dumb and it causes tons of problems with selfish players that compete with their teammates instead of working with them. You get flaming garbage happen like people intentionally walking in front of you to steal your kill and you cant even shoot them in the back without being penalized.

View PostJudah Malganis, on 23 September 2018 - 02:17 PM, said:

It angers me to no end to drop an awesome UAV that discovers 6-8 to enemies only to have my team decide to use that information to run and hide.


the solution to that is to just remove ALL consumables from the game. theyre dumb too lol.

airstrikes/artillery and other consumables dont improve the game one bit, nor do they solve the problem of deathballing. they exist solely as a cbill sink which is bad because it creates disparity between players that can afford them and players that cant. And they dont cost tonnage/crits like they should, because thats the real currency of mech design.

deathballing is caused by lame gamemodes like skirmish that dont force teams to split up and spread out across the map. if PGI wants to get rid of deathballing they need to fix their gamemodes. Change them up so theres secondary win conditions that force action so teams have to split up and the entire map actually gets used. Then teams cant just camp and deathball, which is exactly why skirmish is so terrible.

Edited by Khobai, 23 September 2018 - 02:46 PM.


#74 MeiSooHaityu

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Posted 24 September 2018 - 06:25 AM

So essentially..."Press 'R' to pay respect"...to your teammates.

Is that meme too old? Posted Image

Edited by MeiSooHaityu, 24 September 2018 - 06:41 AM.


#75 thievingmagpi

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Posted 24 September 2018 - 06:59 AM

View PostKhobai, on 23 September 2018 - 02:26 PM, said:

game should just press R for you

because people are too stupid and lazy to do it themselves



Thats more a problem with the scoring system. The game needs to award fractional kills.

If you do 90% of the lethal damage to a mech, and someone else gets the kill shot, you should get credited with 0.9 kills. And the guy that got the kill shot should only get 0.1 kills and a small bonus for the kill shot.

This is supposed to be a team game, you shouldnt have to compete with teammates for kills, thats completely dumb and it causes tons of problems with selfish players that compete with their teammates instead of working with them. You get flaming garbage happen like people intentionally walking in front of you to steal your kill and you cant even shoot them in the back without being penalized.



the solution to that is to just remove ALL consumables from the game. theyre dumb too lol.

airstrikes/artillery and other consumables dont improve the game one bit, nor do they solve the problem of deathballing. they exist solely as a cbill sink which is bad because it creates disparity between players that can afford them and players that cant. And they dont cost tonnage/crits like they should, because thats the real currency of mech design.

deathballing is caused by lame gamemodes like skirmish that dont force teams to split up and spread out across the map. if PGI wants to get rid of deathballing they need to fix their gamemodes. Change them up so theres secondary win conditions that force action so teams have to split up and the entire map actually gets used. Then teams cant just camp and deathball, which is exactly why skirmish is so terrible.



There should be no other game modes than skirmish.

I play this game to shoot robots.

#76 Variant1

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Posted 24 September 2018 - 08:38 AM

View PostKhobai, on 23 September 2018 - 02:26 PM, said:

the solution to that is to just remove ALL consumables from the game. theyre dumb too lol.

airstrikes/artillery and other consumables dont improve the game one bit, nor do they solve the problem of deathballing. they exist solely as a cbill sink which is bad because it creates disparity between players that can afford them and players that cant. And they dont cost tonnage/crits like they should, because thats the real currency of mech design.

deathballing is caused by lame gamemodes like skirmish that dont force teams to split up and spread out across the map. if PGI wants to get rid of deathballing they need to fix their gamemodes. Change them up so theres secondary win conditions that force action so teams have to split up and the entire map actually gets used. Then teams cant just camp and deathball, which is exactly why skirmish is so terrible.

heck no, that aint no solution at all. consumables should stay i like them.

Arty/airstrike breaks up clusters and stops camping. Also there is no such thing as "deathballing" thats an rts term, please stop using rts slang for a mech sim. Teams tend to stick in formation which is a smart thing to do in a team game, a deathball would mean every team member literaly clustered together to form a "blob" or ball they wouldnt be able to shoot effectively.

this right here is a deathball
Posted Image
see how round the unit formation is? this would literaly be a detriment for a team to do as most of them would not be able to fire.

#77 Khobai

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Posted 24 September 2018 - 09:00 AM

View PostVariant1, on 24 September 2018 - 08:38 AM, said:

Arty/airstrike breaks up clusters and stops camping.


no it doesnt lmao.

the very fact mechs have to be clustered up for arty/airstrike to be effective means that arty/airstrike DOESNT prevent those behaviors in the first place.

its not a preventative measure. its a punitive measure. big difference.

the way you prevent deathballs in the first place is to have better gamemodes that force teams to split up and spread out across the map. in other words not crappy skirmish.

View Postthievingmagpi, on 24 September 2018 - 06:59 AM, said:

There should be no other game modes than skirmish

I play this game to shoot robots.


skirmish and its variants are the absolute worst gamemodes. they dont make good use of the maps, the engagement zones only use a small part of the map and are predetermined. they promote deathballing/camping. and lights/mediums are at their weakest in gamemodes where they cant exploit their speed and attack isolated enemies.

and why cant you shoot enemy mechs on other gamemodes like conquest? that makes no sense.

Edited by Khobai, 24 September 2018 - 09:05 AM.


#78 Jables McBarty

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Posted 24 September 2018 - 12:50 PM

View PostKhobai, on 23 September 2018 - 02:26 PM, said:

game should just press R for you

because people are too stupid and lazy to do it themselves



Thats more a problem with the scoring system. The game needs to award fractional kills.

If you do 90% of the lethal damage to a mech, and someone else gets the kill shot, you should get credited with 0.9 kills. And the guy that got the kill shot should only get 0.1 kills and a small bonus for the kill shot.

This is supposed to be a team game, you shouldnt have to compete with teammates for kills, thats completely dumb and it causes tons of problems with selfish players that compete with their teammates instead of working with them. You get flaming garbage happen like people intentionally walking in front of you to steal your kill and you cant even shoot them in the back without being penalized.



Pretty sure that's why they put in KMDD and Solo Kill.

#79 Khobai

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Posted 24 September 2018 - 12:55 PM

View PostJables McBarty, on 24 September 2018 - 12:50 PM, said:


Pretty sure that's why they put in KMDD and Solo Kill.


but theyre not tracked as part of your stats. only KDR is.

#80 Teenage Mutant Ninja Urbie

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Posted 24 September 2018 - 01:11 PM

@OP

as so often, you're right. people should press "r".
then again, people should also think or try to think, look at the minimap, manage heat, listen and talk and so on..

and usually, the people the worst at -all- the above don't read the forum or do not care. most times both.

for every enjoyable QP game I have, there are SO many that make me wanna quit that mode altogether and just stay in FW.
not because I think I'm better than anybody in QP, but because the selfish and own-foot-shooting attitude in there is beyond any level of sanity.
some folks enjoy to learn and enjoy a good match - they usually end up being fw-players.
some people just wanna see the (online) world burn I guess, and you can't reason with them. atm, that's the majority of QP-people. no r-key in the world can save them, cause they don't want that.

Edited by Teenage Mutant Ninja Urbie, 24 September 2018 - 01:12 PM.






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