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1.) NASCAR as a concept surprised me when I was first told about it ... the idea that this is even "a thing" in this game, puzzled me as my only other PC multiplayer experiences were in WOT and WT (tank games, basically), where Map Position was still important, of course, but there was never an idea that "now everyone will shift to the right and keep doing that for several minutes till we swap spawn points with the enemy team, effectively !. Only when I got to MWO and noticed to look for it / react to it, did I realize that it was something entirely novel to me. So, my first question / thought would be, WHY did this develop, and was it in the game since Beta, years ago, or is this something somewhat 'new" in MWO history ?
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2.) The fact that it does NOT happen with every map, seems to illustrate an important factor.... that PGI's map creation / balancing likely has a strong role to play in whether or not a map is going to "see Nascar play" a lot, or not. Some maps, like Crimson Strait for example, seem almost impossible to 'truly Nascar on' - to the same extent that you get on HPG array or Grim Plexus (hilarious how bad / extreme a few of my matches were with Nascaring, on that map, in recent weeks )
Basically, maps where they constructed a pseudo-Circle for the two sides to potentially move around, is one that has a high chance of that play 'style' being seen. Thus, isn't one possible 'cure' simply having PGI make more of the maps that "resist Nascar" (naturally), or some such ?
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3.) Finally, on the Speed of Assaults and 'Keeping Up With at Least the Heavies', suggestions: - I play a lot of Assaults...my very first purchased mech was the Annihilator 2a (6 Ballistic hardpoint one), purchased using the Cadet Bonus creds from my first 25 or so games after first being introduced to the game, in late January / early February... And I've played many others since then, including the Direwolf, Madcat, Fafnir, Marauder-2's, Mauler-90, etc.
Basically, what I can relay / state from my experiences, is that you are generally okay with "keeping up" as long as you are in one of the swifter assaults like Madcat-2, or perhaps an Inner Sphere 85 or 90 tonner, with a great engine and such... ... but any time you run one of the (typically) Inner Sphere "super assaults" with 90-100 Tons (mostly the big 100 tonners), you face a very real danger of being 'left behind' by everyone, unless you beg / plead with them to hold up slightly, for you .
- example of the issue in 'keeping up' is seen just from some basic speeds that pop to mind, using fairly common IS engine stuff:
Annihilator - 48.6 kmh
Fafnir - 48.6 kmh
Corsair - 51 kmh
Mauler - 50-55 kmh
etc... Now compare just a few of the Heavies in the game, and you'll see numbers like
Marauder - (heavy mech versions) - 62-75 kmh
Dragon- 67 kmh
Archer- 69 kmh
Roughneck - 74 kmh
Ebon Jaguar - (Clan) - 81 kmh
Summoner - (Clan) - 81 kmh
Linebacker - (Clan) - 97 kmh
etc
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Overall then, we can see that for man of the very weighty Assault Mechs with limited Engine caps, there is simply no way a player can design them in Mechlab, etc - that will easily allow them to "keep up" with the vast majority of the game's Heavy Mechs. Jump Jets are one possible "saving grace", as I've found that without them, some of the worst Nascar maps like Canyon Network and the new snow-version, Hibernal Rift, are extremely painful for the super-slow / super-heavy Assaults, because you can EASILY get left behind and / or hammered by ranged enemy fire, just moving from the spawn to your team's side / in the rough center of the map, and that's assuming you DO start moving right away (are not AFK, etc). It can still be a very 'close call' whether you made it 'undamaged' or not.
SO....it seems to me that the prevalence of the Nascar "style" in this game, means that players are almost 'forced' to only run "fast Assaults" (Clan XL engine-capable ones, for example), those with Jump Jets (Blood Asp combines both of these features, for instance, and is a great example of a heavyweight Assault that sort of is 'immune to these troubles' where Nascar concerns are being discussed), or be 'lucky' to just not be on a Nascar-prone map.
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Conclusion / solution ?: I'm too new to the game, overall, to be able to suggest a hard and fast 'fix' (if any exists), but I just wanted to express my own viewpoint on what I've seen and thought of it, since starting the game in-earnest, early last month. The recent threads on this broader topic here, in the General Discussion sub-forum inspired me to share my observations, thus far, with the community. I Hope the thoughts are useful in further continued enjoyable discussion on this - as I think it's an interesting dynamic in MWO, that (as I said earlier) I've not really seen replicated in other online combat games of this genre.
Edited by Rosh87, 18 May 2019 - 08:38 PM.