Brauer, on 19 February 2020 - 10:53 AM, said:
Something Needs To Be Done About Assaults Getting Left Behind.
#121
Posted 19 February 2020 - 11:27 AM
#122
Posted 19 February 2020 - 11:54 AM
Dimento Graven, on 19 February 2020 - 11:27 AM, said:
I don't remember that happening much, but I'd just ignore them and play the game.
#123
Posted 19 February 2020 - 12:46 PM
Brauer, on 19 February 2020 - 11:54 AM, said:
Either way, people are having fun...
#124
Posted 19 February 2020 - 03:24 PM
BLOODWOLF333, on 19 February 2020 - 02:14 PM, said:
It takes time to develop a feel for where to be, when you can expose or push, etc.. Just keep at it.
#125
Posted 19 February 2020 - 11:53 PM
Dimento Graven, on 19 February 2020 - 07:43 AM, said:
I think it's 'monstrously' stupid to rush pell-mell to the center of the map all in a line based off of 'mech speed only to be crushed by the enemy who may have gotten there a little slowly, but as a more organized 'murder ball'...
I have seen it many many times.
#126
Posted 20 February 2020 - 03:13 AM
Brauer, on 19 February 2020 - 10:03 AM, said:
The real issue with Nascar, in terms of effectiveness, is when mechs are rotating without shooting. If you're shooting and using all your heat you can still be an asset to your team, especially if you don't commit serious errors of positioning while rotating (spending time in low ground on Canyon or hibernal for example).
My Sleipnir runs around 50kph and doesn't get left behind and performs well. So it sounds like you're doing something wrong if you get left behind all the time.
Of course I do something wrong when I play assaults, first of all I'm scared I tank 50-60kph looking at the minimap and map and sometimes I already know what will happen. Right now it's most challenging class for me. So we can agree on that there is no sense in covering the straggler or assault who is noticeably far from the team because of his mistakes or some solo action death wish. But I saw some actions were the slowest one was desperately trying to keep up with the team and was left behind. If enemy team is moving in tight formation, fast mechs from our team will meet enemy assaults faster than our assaults will move to support them. It's simple rule. Especially if fast ones are running blindly and don't want, can't, or don't know how to disengage. As for assaults goes, imo it's good to cover them when the rumble starts. Let's say my team did everyting good, and assaults took good positions. The lights trying to get to assaults rear are just a matter of time.
Still it's a mystery for me how the matches goes sometimes, especially in QP. We should move in some formation, like wedge, line, echelon but we are moving in a column which is play tag withing it's own team. We can take some good, surprising positions, but we are running to so called optimum position. Of course you will say I can use mike, propose something, take a lead. But somehow I don't feel I'm the one who should do that. Feel too green to propose something big.
#127
Posted 20 February 2020 - 09:01 AM
Bistrorider, on 20 February 2020 - 03:13 AM, said:
Of course I do something wrong when I play assaults, first of all I'm scared I tank 50-60kph looking at the minimap and map and sometimes I already know what will happen. Right now it's most challenging class for me. So we can agree on that there is no sense in covering the straggler or assault who is noticeably far from the team because of his mistakes or some solo action death wish. But I saw some actions were the slowest one was desperately trying to keep up with the team and was left behind. If enemy team is moving in tight formation, fast mechs from our team will meet enemy assaults faster than our assaults will move to support them. It's simple rule. Especially if fast ones are running blindly and don't want, can't, or don't know how to disengage. As for assaults goes, imo it's good to cover them when the rumble starts. Let's say my team did everyting good, and assaults took good positions. The lights trying to get to assaults rear are just a matter of time.
Still it's a mystery for me how the matches goes sometimes, especially in QP. We should move in some formation, like wedge, line, echelon but we are moving in a column which is play tag withing it's own team. We can take some good, surprising positions, but we are running to so called optimum position. Of course you will say I can use mike, propose something, take a lead. But somehow I don't feel I'm the one who should do that. Feel too green to propose something big.
Re: formations, that should really be determined by where cover is, where power positions are, and where the enemy is. The groups that try to stick to wedge/line/column are RPing and are generally not very successful.
#128
Posted 20 February 2020 - 12:31 PM
Brauer, on 20 February 2020 - 09:01 AM, said:
You're right and I'm glad that you wrote it. It's very important to remember.
#129
Posted 22 February 2020 - 01:13 PM
Edited by SirSmokes, 22 February 2020 - 01:48 PM.
#130
Posted 18 November 2020 - 10:51 AM
1. Watch the patterns of where teams engage and light mechs are first seen on the mini map.
2. Keep one lance between you and those points.
3. When a light finds you put your back against something because it's your weak spot.
4. Don't be Little Bill Daggett and say, "I don't deserve this—to die like this. I was building a house."
5. Instead yell out, Tonight, We Dine in Hell Little Mech!
6. If you are still frustrated look up ESPN's Terry Tate Office Linebacker videos. Then when you play as an assault think of yourself as Terry Tate.
Edited by Capt Michael Wittmann, 18 November 2020 - 12:53 PM.
#131
Posted 19 November 2020 - 06:51 AM
failing that there are a few things pgi can do to make assaults less of a potato magnet:
price them appropriately. for some reason despite the power dynamic between weight classes being circular, pgi chose to make the assaults cost more than heavies. this leads new players to think bigger is better. they might be reduced to the cost of mediums, pricing should represent their place in the power dynamic.
explain that assaults are hard to play correctly. that lights can reduce them to scrap in mere seconds. that good team work is essential to deploy them effectively. that it is a good idea to learn the maps before using assaults on them. that they should probably start on mediums or heavies first and then move up to assaults. that playing lights is a good idea to help understand the threat they pose and how to deal with it. this is kind of an npe thing, tutorial content.
Edited by LordNothing, 19 November 2020 - 06:53 AM.
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