Tiantara, on 21 August 2019 - 10:04 PM, said:
Same problem with players who run for speed and agility and put less ammo than need for play. "Walking stick" without ammo at the end really frustrating. Especially when enemy also have no weapon or ammo but have on 1 mech more than your team.
Every choice in MWO is a tradeoff. You can go faster or you can take more ammo. Yes, sometimes players run out of ammo at the end of a match and lose because of it, however they've probably done enough damage to kill several mechs (unless their build is terrible).
Consider the other side though. How many matches do players die before they are able to use up all the ammo that they took? In these cases the extra tonnage could have been spent on something else that would have enabled them to survive longer and contribute more to the team. Outside of FP, more than 1000 damage worth of ammo is usually unnecessary. That's enough to solo kill at least 4 mechs if you're a good shot.
The best case scenario is that you kill the last enemy with your last shot. That means you took exactly the right amount of ammo. Taking a bit extra to be safe (and make up for the rest of your team) is fine, but if you are sacrificing speed/agility to take more ammo that you don't end up using, then you are handicapping yourself and weakening your team as a result.
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It's like - I have 45 pinpoint damage to target but I'm assault, so I need to become slow target for focused fire just to let my teammate do 5 damage or 15 because they not in range, have less weapon, overheat after each shoot, and have 15% chance to hit enemy already. If team let die their main damage cannons staying close like 80-120m by enemy fast light or by backstab attack - why share armor with such a team and even bother to playing moving target in shooting gallery.
Getting focused down isn't what armor sharing is about, it's about preventing that for your team. I run a lot of lights. On the short range ones you have to rely on your team drawing enough attention to enable you to get close. I can actually kill mechs from behind faster than an assault because the back armor is significantly weaker. You might be doing more damage, but my damage is actually more effective, however I can't do that damage unless you move out of cover and draw fire.
That's just one example, but the bigger picture is that the more targets a team presents to the enemy the harder it is to focus them down and the longer you are able to keep your teammates alive the more guns you keep up and more damage the team can do. All of these things drive wins.
Tiantara, on 21 August 2019 - 11:22 PM, said:
- Best if everything depends on pilot. But if you loose not because you play bad, but because whole team got wiped - that a bit another thing. Its all about random and how lucky you are to get nice and smart team in whole.
Over a large number of matches the randomness cancels out though. Everyone else is also playing all their matches with/against random teams, yet good players are able to get higher WLRs and weaker players have lower ones. The reason for this is that there is one consistent factor in every match you play and that factor is you.
You might unavoidably lose an single match do to factors outside of your control, however if you are consistently losing more matches than you win it means that there is something you are doing (or aren't doing) that is causing you to lose matches.