Bud Crue, on 03 March 2019 - 03:05 PM, said:
Don't worry, even at Tier 1, you can play the goofiest crappiest mechs and still not drop in tier...like lose consistently for weeks and not drop more than a pixel. In fact you can play the worst mechs with the dumbest builds and still be at a 1 kdr or even better. There are just as many of us bads up here as their are down in the underhive, so it really makes no difference what you play or bring (unless you are doing CW or have aspirations of playing competitively) so keep having fun with it.
QFT. I haven't moved from maxed bar at tier 1 despite some amazingly idiotic failure streaks (typically either when I'm screwing around with unskilled mechs or experimenting with builds trying to fit something on the chassis).
The6thMessenger, on 04 March 2019 - 03:18 PM, said:
KMDD and survival-rate? You mean I could just lurm way behind second line while pad so much damage?
Survival rate is irrelevant. As long as you've at least done your fair share before you went down, it will contribute to the team's success and come through in your WLR.
Obviously, though, if you
do carry your own weight in combat then surviving longer to kick more *** tends to be a good idea.
Burning2nd, on 05 March 2019 - 01:02 AM, said:
OH wait lets throw another none official stats keeper in the mix that doesnt even capture the full picture,
1. There's no "another", only
Jarl's List
2. Jarl's List aggregates
data published by PGI, which is as official as it gets. Are you telling us you didn't know that?
Darakor Stormwind, on 05 March 2019 - 01:52 AM, said:
When I read these comments, that kinda makes me wonder... Since apparently, a lot of weapons "do not count" when doing damage, because they are padding damage numbers, can anybody give me a list of weapons that DO count?
Any and all weapons count. What has to be considered:
- if your WLR is below 1, your presence is statistically detrimental to your team's odds of success.
- If your WLR is above 1, your presence is statistically advantageous to your team's odds of success.
- If your KDR is below 1, your team has to pick up your slack.
- If your KDR is above 1, you're picking up someone else's slack.
- If you're managing 250+ average score with WLR < 1, you're doing plenty of damage, but it's not really good damage as in you're not applying your DPS in a way that's advantageous to your team.
- If you're managing KDR > 1 with WLR < 1 , you're either prioritizing targets wrong or using a degenerate KDR-farming "strategy" - either way, you're getting kills but those are not really good kills as in you're not applying your DPS in a way that's advantageous to your team.
The reason LRMs and ATMs get a lot of flak is that they motivate their users to embrace a degenerate playstyle:
- Static gameplay: the lurmer has no motivation to change position and thus falls to tunnel vision, failing to move with his team (and thus dying to enemy lights when caught out unprotected)
- Risk-avoidance: the lurmer doesn't need to see the enemy, his teammates will do that for him... as each of them gets in the line of fire, and the lurmer is out of sight, purely dependent on their teammates ability to provide target locks.
- Using team as a meat shield: as the lurmer is motivated to stay in the back (or in a static position entirely), his teammates are left to tank more damage than they would have to if the lurmer took position in the front line
- Lack of effective fire on target: since the lurmer doesn't see the targets, he commonly fails to realize his salvos were just landscaping for past minute or two.
- Lack of effective damage on target: since lurmers often rely on parasitic locks, they don't stay on targets long enough to convert their DPS into kills. A sandblasted enemy Marauder with zero armor can still have all of its' weapons and happily kill a third of your team before it's taken out.
- False sense of competence: the damage accounts for most of the match score formula, locking some players in the mindset that nothing but damage matters (we all know that's false - what really matters is crushing your enemy, seeing them driven before you and hearing the lamentations of their mothers) and giving them the impression they don't need to improve in any way.
Bottom line, the problem isn't necessarily in the weapon systems, it's in the fact that it tends to push its' users to employ it in the dumbest, least effective way possible.
Sagara Sousuke 011011001, on 04 March 2019 - 02:28 PM, said:
I didn't find much of a difference at Tier 3. I hit Tier 2 about two weeks ago and man was that a rude awakening. I'm getting absolutely trashed now.
I found this game fun initially but if I can't adjust to Tier 2 within a few weeks I may stop playing.
- and actually I'd love to go through my two primary load outs and my current playing methodology if someone with experience might be able to guide down the right path.
Post a thread in the New Player Help forum, let's have a look.
Edited by Horseman, 05 March 2019 - 07:15 AM.