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The Nascar Problem


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#1 FuzzyNova

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Posted 02 October 2018 - 11:23 AM

It's getting worse than ever. Especially on HPG Manifold
Do you realize what's happening? Not every mech on your team
Goes the same speed. Assaults are getting left behind and
Shot in the back trying to keep up with the rotating bunch of
Idiots. Your leaving your team mates behind to get slaughtered
It won't stop because whenever anyone see the rest of the team
Going round they are gonna have no choice but to join. Or well die.
And for those who do get left behind (Assaults) You know the feeling

Im at the point where I am getting really salty. I know. It's ridiculous.
Another thing...why the hell are tier 1 and 2 Pilots just sitting there In battle?
Just sitting there off to the side all safe and fresh letting everyone else
Get ripped apart?

There is a key to victory and it's so simple. Doesn't always work
But it raises your chances way way way way up.

Everyone hold your ground and push the enemy.
Rotating is fine!!! It's when you keep doing.it over and over
Around and around. Notice the teammates behind you start
To get picked off one by one?

Push the enemy. Hold your ground at least! Just hold it.
Damn man. I want to.go back.to Tier 5.

#2 K O Z A K

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Posted 02 October 2018 - 11:51 AM

quick play is the mode for selfish gameplay that screws over your teammates, it's literally what it's for. Since chances are at least 9/12 people on your team are some randoms you never heard of before, nobody cares and everyone is more than happy to sacrifice a teammate for an extra 100 damage. I've accepted this and just moved on to playing FP only. You can also link up with some people and drop group que if you want. But when you hit the quick play button there's really only 2 paths to take: 1). Just be the biggest a-hole on your team, never protect your teammates, always chase the easy damage (this is what most people do), and 2). try to herd your team to victory by calling the drop, and leading it and hope there's enough people that follow, option 2 is way harder and in the end most of the time you'll just be ignored or told off, so the vast majority of people opt for option 1

#3 Eisenhorne

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Posted 02 October 2018 - 11:54 AM

Play a heavy gauss Annihilator, and always stay at the back of the formation. When you see your team starting to NASCAR away from the enemy, start yelling over VOIP about how they are a disgrace to the Emperor and guilty of treason in the face of the enemy, and by the authority of the Commissariat they are sentenced to death. Then fire a heavy gauss salvo through their mech's face. The rest of your team will be well motivated to not show cowardice.

Make sure your mech is painted blood red.

#4 MechaBattler

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Posted 02 October 2018 - 12:14 PM

You can't play solo Q with the expectation of teamwork or even common sense. Situational awareness is something only some people bother with. Instead preferring a single minded approach to piloting a mech. If you have a mic, then call it out, but don't expect the stray cats to listen to you.

I play Solo Q like I'm the only Liao, my teammates are Davions, and the enemy team are all meta tryhard Clanners. But I also know that what happens in a match stays in that match for the most part. Nobody cares beyond those 3 or 5 minutes. Just queue for the next one.

#5 Daggett

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Posted 02 October 2018 - 03:20 PM

View PostHazeclaw, on 02 October 2018 - 11:51 AM, said:

2). try to herd your team to victory by calling the drop, and leading it and hope there's enough people that follow, option 2 is way harder and in the end most of the time you'll just be ignored or told off, so the vast majority of people opt for option 1

Option 2 is quite easy at least in QP and works more often than not if you don't try to control/micromanage everything the herd does but instead only use voip in critical situations.

Try it, the herd needs clear and simple commands at the right time. So when i see my team nascaring too hard on HPG i just say "Take the top!" maybe followed by "or we lose our assaults!". That's often the only words i say the whole match.
I usually need only 1-2 guys supporting me to be able to create enough pressure to slow down or even stop the enemy push, even when the top is contested.

On the contrary i have seen guys who are chatting nonstop which at some point distracts the team more than it helps. Those are usually the first ones flaming that nobody listened to them without realizing that they are leading them wrong.

Of cause it's cool if you have a competent drop-caller who calls out targets without spamming the voip-channel, but herding the sheep can also work well enough with much fewer commands.

So one don't need to be a commander to win, one just need to be a wake-up call at the right time. Posted Image

View PostFuzzyNova, on 02 October 2018 - 11:23 AM, said:

It's getting worse than ever. Especially on HPG Manifold

As i wrote above utilize the top, that's all you need to get some of your teammates to do. The better you are at suppressing and aggressively pushing the enemy, the less support you need to succeed. From there you can not only support your nascar's stragglers in no time but also flank the enemy like crazy.

Most nascar maps have such shortcuts, it's all about using them at the right time. The nascar is usually won by the team that utilizes those shortcuts more.

This image should sum it up:
(And yes, it's really as simple as it looks, but for some reason pugs need to be reminded...)

Posted Image

Edited by Daggett, 03 October 2018 - 02:00 AM.


#6 MischiefSC

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Posted 02 October 2018 - 04:08 PM

View PostEisenhorne, on 02 October 2018 - 11:54 AM, said:

Play a heavy gauss Annihilator, and always stay at the back of the formation. When you see your team starting to NASCAR away from the enemy, start yelling over VOIP about how they are a disgrace to the Emperor and guilty of treason in the face of the enemy, and by the authority of the Commissariat they are sentenced to death. Then fire a heavy gauss salvo through their mech's face. The rest of your team will be well motivated to not show cowardice.

Make sure your mech is painted blood red.


QP is for farming damage.

You do this with 2 RAC5,4xAC2 Anni. Hard to farm damage with the HGauss. Kills too fast.

#7 Throe

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Posted 02 October 2018 - 04:10 PM

[deleted by user]

Edited by Throe, 09 November 2018 - 11:31 AM.


#8 ZippySpeedMonkey

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Posted 02 October 2018 - 04:12 PM

I think that most of you by now should know how I deal with this.

I suggest that if you see this happening, do as I do and nip it in the bud early.

#9 Shifty McSwift

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Posted 02 October 2018 - 05:04 PM

View PostDaggett, on 02 October 2018 - 03:20 PM, said:


Posted Image


I love it, but you forgot to add a tiny sneaky troll hiding in the carpark waiting for the nascar to expose all the enemies backs to him.

#10 K O Z A K

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Posted 02 October 2018 - 05:24 PM

View PostDaggett, on 02 October 2018 - 03:20 PM, said:

Option 2 is stupidly easy at least in QP and works more often than not if you don't try to control/micromanage everything the herd does but instead only use voip in critical situations.

Try it, the herd needs clear and simple commands at the right time. So when i see my team nascaring too hard on HPG i just say "Take the top!" maybe followed by "or we lose our assaults!". That's often the only words i say the whole match.
I usually need only 1-2 guys supporting me to be able to create enough pressure to slow down or even stop the enemy push, even when the top is contested.

On the contrary i have seen guys who are chatting nonstop which at some point distracts the team more than it helps. Those are usually the first ones flaming that nobody listened to them without realizing that they are leading them wrong.

Of cause it's cool if you have a competent drop-caller who calls out targets without spamming the voip-channel, but herding the sheep can also work well enough with much fewer commands.

So one don't need to be a commander to win, one just need to be a wake-up call at the right time. Posted Image


As i wrote above utilize the top, that's all you need to get some of your teammates to do. The better you are at suppressing and aggressively pushing the enemy, the less support you need to succeed. From there you can not only support your nascar's stragglers in no time but also flank the enemy like crazy.


Option 2 is not easy and fails a lot. I've tried it many times, I'm not exactly new at this game either. Occasionally I got the memorable drops where the danica patrick wannabes actually turn and face the enemy. Most of the time it results in a few people turning and others thinking "alright that guy and the few idiots that follow him are going to slow down the enemy, now SURELY I can quickly nascar around and get their backs" and off they go. At the end of the day it just came down to team composition, if you have 2-4 strong upper level team guys that are used to playing with communication and coordination they will usually turn and face the enemy and are frequently enough to cut down the entire enemy team if they get unlucky enough to only have 1-2 players like that, otherwise the vast majority of QP players ignore calls and do their own thing.

Love that picture tho, lol

#11 FLG 01

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Posted 02 October 2018 - 05:55 PM

Yes, sometimes the team abandons the assaults. In a team game with random teams this is hardly a surprise, and there is nothing you can do about it.

But I see assaults positioning themselves poorly just as often. Usually a lack of aggression and initiative, which is typical for beginners btw, leads to inadequate movement. With a faster Mech even a beginner can compensate and run with the team; the assault cannot.

Piloting an assault is not easy. The slow speeds means your reaction time is slower than that of other Mechs, which means you have to have a better understanding of the situation than others. You need to anticipate how the engagement will evolve. And you have to take the initiative. All of that is not exactly stuff for beginners.
What's worse, having the greatest firepower, the team depends on the assaults a lot more than it depends on others. That means great responsibility. Again, not what you'd expect a beginner to handle.

Yet beginners, and not-so-great players frequently choose assaults. If you are a beginner and/or if your matchscore is average (i.e. 220) or even below average , you may want to rethink piloting assaults. Improving instead of complaining.

#12 justcallme A S H

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Posted 02 October 2018 - 07:05 PM

I mean people are saying, on stream, the NASCAR needs to happen ... Sorry, "rotation" and anyone that doesn't realise this is the problem Posted Image

These things happen by calling out a single mech and all of a sudden your team DIVES that one mech, meanwhile you've just left the bigger mechs to die and thus the frustration begins. The NASCAR did not need to happen.

Problem is and always will be - PSR. This is why it is becoming more and more prolific. Why is that? The players at the lower end are climbing from T5/T4 into T2/T1. They don't understand how to correcty position or support their team properly and just rotate for 'angles' as the 'justification' to just leave the firepower behind.

I can use comms, tell teammates not to rotate etc etc, hold firing lines - where to do it... Still not enough

Edited by justcallme A S H, 02 October 2018 - 07:05 PM.


#13 Mech Ranger

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Posted 02 October 2018 - 08:20 PM

the simple way to solve that is joining and following, then doing ur own damage

instead of getting xape alone and blaming about narscar


i used to remind those teammate before things get ugly, most of them wont listen , and get killed after 1 min

they got killed not because team abandon them~, they got killed because they never have offensive untill they

can ks , and they never read the map, never try to predict what gonna happen next

Edited by Mech Ranger, 02 October 2018 - 08:30 PM.


#14 Nightbird

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Posted 02 October 2018 - 09:34 PM

Bring slow assaults to FP, QP especially solo queue is not the right place to bring them. If you do, you reap what you sow.

#15 Papaspud

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Posted 02 October 2018 - 09:45 PM

I just stopped running assaults very often, Nascar will conyinue whether we want it or not.

#16 LordNothing

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Posted 02 October 2018 - 09:48 PM

when im in an assault i usually nascar immediately because if i dont and the team nascars im screwed. i did this today and my team inexplicably reversed direction. and i was in a brand new fafnir and i didnt even see combat. we won of course, nobody expects the not nascar manuver, though i didnt encounter the enemy and had no damage. its not something i like to do at all, i like to be in the fight, but when this is the only way to survive in most matches in a slow assault long enough to have a shot at doing meaningful damage, its something you kind of have to do.

Edited by LordNothing, 02 October 2018 - 09:49 PM.


#17 Daggett

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Posted 03 October 2018 - 02:13 AM

View PostHazeclaw, on 02 October 2018 - 05:24 PM, said:


Option 2 is not easy and fails a lot. I've tried it many times, I'm not exactly new at this game either. Occasionally I got the memorable drops where the danica patrick wannabes actually turn and face the enemy. Most of the time it results in a few people turning and others thinking "alright that guy and the few idiots that follow him are going to slow down the enemy, now SURELY I can quickly nascar around and get their backs" and off they go. At the end of the day it just came down to team composition, if you have 2-4 strong upper level team guys that are used to playing with communication and coordination they will usually turn and face the enemy and are frequently enough to cut down the entire enemy team if they get unlucky enough to only have 1-2 players like that, otherwise the vast majority of QP players ignore calls and do their own thing.

Love that picture tho, lol

True, if your team is full of potatoes you won't have a chance influencing them with voip.

With easy i meant the execution of saying just a few words instead of drop-calling permanently. Of cause players often don't listen, but even if they listen only 30% of the time that's 30% potential losses turned into wins, so it's better than just watching the sheep running to the slaughterhouse. Posted Image

#18 Flyby215

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Posted 03 October 2018 - 02:53 AM

View PostDaggett, on 02 October 2018 - 03:20 PM, said:



Posted Image


Posted Image

You can probably just vote for maps and game-modes that don't nascar easily.

Keep your speed up, don't stop to fire, move as fast as possible and use shortcuts. Usually someone will be willing to lag behind to keep lights off your back for at least a little while.

#19 Astrocanis

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Posted 03 October 2018 - 06:43 AM

View PostFLG 01, on 02 October 2018 - 05:55 PM, said:

Yes, sometimes the team abandons the assaults. In a team game with random teams this is hardly a surprise, and there is nothing you can do about it.

But I see assaults positioning themselves poorly just as often. Usually a lack of aggression and initiative, which is typical for beginners btw, leads to inadequate movement. With a faster Mech even a beginner can compensate and run with the team; the assault cannot.

Piloting an assault is not easy. The slow speeds means your reaction time is slower than that of other Mechs, which means you have to have a better understanding of the situation than others. You need to anticipate how the engagement will evolve. And you have to take the initiative. All of that is not exactly stuff for beginners.
What's worse, having the greatest firepower, the team depends on the assaults a lot more than it depends on others. That means great responsibility. Again, not what you'd expect a beginner to handle.

Yet beginners, and not-so-great players frequently choose assaults. If you are a beginner and/or if your matchscore is average (i.e. 220) or even below average , you may want to rethink piloting assaults. Improving instead of complaining.


I spend quite a bit of time sticking with assaults. I do it in my faster mechs by turning around and backing up and even then I'm usually faster. The reason I do it is that quite often all that's required to stop the red lights from blowing up my assault partners' backs is a poke or two. I find NARC to be a very effective fear tool.

Invariably, though, there's at least one assault that just decides that going off on his own is "teh bestest strat". They usually score under 100 damage. And then ***** that they got no support. They go on the "list". If I see them again, if they're blue, I write them off at the outset and if they're red I consider them a free kill and actively search them out.

When an Anni does 42 damage (consistently under 100) you know he's frustrated and unwilling to change his behavior. It is my pleasure to encourage him to modify his actions.

View PostDaggett, on 03 October 2018 - 02:13 AM, said:

True, if your team is full of potatoes you won't have a chance influencing them with voip.

With easy i meant the execution of saying just a few words instead of drop-calling permanently. Of cause players often don't listen, but even if they listen only 30% of the time that's 30% potential losses turned into wins, so it's better than just watching the sheep running to the slaughterhouse. Posted Image


My experience with VOIP (for the most part - occasionally there's someone that I would either follow or at least partner up with) is the guy that says "Help me!!!" without letting anyone know WHERE and then, after he died, persists in calling the rest of the team losers. Even if he's right, it's not even remotely helpful - but it does illustrate the "me me me" mentality prevalent in QP.

#20 Teenage Mutant Ninja Urbie

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Posted 03 October 2018 - 06:56 AM

you can influence very few things in QP - you CAN however bring the right mechs Posted Image


the puggies will nascar if they want to, and you can't stop it. assaults, win or game be damned.
you can call things out, sure - but it won't help a bit if they decide to 'durrr, nascar'.
so bring a not-slow mech.

the few times I bring an assault to QP (see event), I regret it in 9 out of 10 (as I generally regret dropping into QP, but that another thing entirely Posted Image ). example: 1400? dmg for the dire in this event. after I got a 'good' game in with 11XX dmg, it took me -2- more to do the measly rest
(no fun being on the 12 side, even less fun being on the :2 side Posted Image).
slow *** - no fun in the yolo-que.

however, if you run a flea or wolfhound, a cheetah, ferret, p-hawk or whatever.. game is still horrible, but you can kinda have fun, and not be eaten in the "first round". most times you at least see the checkered flag at the end Posted Image


so.. bring something fast and take what little enjoyment QP offers with that.
OR just do fw and enjoy just. better. games. Posted Image

Edited by Teenage Mutant Ninja Urbie, 03 October 2018 - 07:02 AM.






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