Driving An Assault In Quick Play Is A Painful Experience
#1
Posted 17 May 2020 - 12:51 PM
I can think of many reasons why, but the result is not fun.
Do you agree?
#2
Posted 17 May 2020 - 01:33 PM
#3
Posted 17 May 2020 - 01:45 PM
#4
Posted 17 May 2020 - 03:16 PM
#5
Posted 17 May 2020 - 03:24 PM
Kiran Yagami, on 17 May 2020 - 01:33 PM, said:
I think part of the problem is the spawns are all messed up since the merge. You get stuck in alpha lance in an assault on some maps and your butt is hanging in the wind if the enemy decides to push your location early and/or you have no support.
That said, I agree that some people just shouldn't play assaults. One of them tends to be me. Outside of some Gargoyles or fast MAD-IICs, I just don't do well in them.
#6
Posted 17 May 2020 - 03:32 PM
Stick with the heavy's and other assaults with comparable speeds.
#7
Posted 17 May 2020 - 04:05 PM
54kph is about as slow as you go without being totally at the mercy of your team, and that's holding the W key down from startup and zero deviation from the pack's path.
#8
Posted 17 May 2020 - 05:25 PM
Since I mostly run lights I know how to kill a fattie with ease. Fighting against them with a very poor mech with horrible acerlration,deceleration, torso twist and turn is always an uphill battle. I looked at the stats trying to find the fastest assault and wanted an 400 engine. So why atlas? To be the one assault that will go into a fight on these hiding lrm boat assaults or the sniper with one guass I constantly get stuck with while in a light. It can cram a 360 engine which isn't bad.
I've only managed 7,000 xp on it thus far and my best match I took 878 damage and did 450 damage. I've mapped out the skill tree already with how I want to make it with 55 points into various branches to better fight a light off alone. In qp you have to focus on 1-2 mechs vs yours to win or at least do enough in a match your team wins. First to 3 kills always wins in my experience. The more I can do with the atlas the closer we come to wining.
#9
Posted 17 May 2020 - 06:28 PM
#10
Posted 17 May 2020 - 06:30 PM
#11
Posted 17 May 2020 - 08:13 PM
#12
Posted 17 May 2020 - 09:11 PM
Anomalocaris, on 17 May 2020 - 03:24 PM, said:
I think part of the problem is the spawns are all messed up since the merge. You get stuck in alpha lance in an assault on some maps and your butt is hanging in the wind if the enemy decides to push your location early and/or you have no support.
That said, I agree that some people just shouldn't play assaults. One of them tends to be me. Outside of some Gargoyles or fast MAD-IICs, I just don't do well in them.
You just need to learn the alpha lance spawns. On HPG, it's a godsend, since the Bravo lance spawn for assaults is a death sentence. Team rotating away from you while you're the furthest left and the enemy sprinting at you from the left= no bueno. Alpha lance spawn puts you smack in the middle. On Canyon, you just need to know how to get up the walls onto the radio tower or bridge. Even without JJs, you should be able to make the top of the cliffs in 30 seconds or less. On Frozen Classic, alpha lance spawn is highly preferable to charlie lance spawn. It's all workable. You just need to know where you spawn and adjust accordingly.
Edited by Kiran Yagami, 17 May 2020 - 09:12 PM.
#13
Posted 17 May 2020 - 09:13 PM
*
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Edited by GuardDogg, 17 May 2020 - 09:18 PM.
#14
Posted 17 May 2020 - 09:39 PM
#15
Posted 17 May 2020 - 10:29 PM
#16
Posted 17 May 2020 - 11:36 PM
#17
Posted 18 May 2020 - 12:09 AM
Sometimes they don't though, but you never know until its over.
#18
Posted 18 May 2020 - 12:38 AM
ZETECTIC, on 17 May 2020 - 12:51 PM, said:
I can think of many reasons why, but the result is not fun.
Do you agree?
Before the queue merge you really could not run any slow assaults at all (speed below 60 kph) in the solo queue. Now the situation is fortunately much better, though not perfect. I think 54 kph or more is mostly ok. Even a dire wolf with AC-2's or Annihilator with heavy gauss (pinpoint damage) can work really well. Some spawns on couple of maps are still hard for assaults if the team does not help them. Good thing that team support is now usually better, than before the queue merge.
ECM mostly helps against missiles and missile usage has not increased after the merge. In my experience it has probably gone down a bit, though hard to say. Some players don't for some reason see ECM mechs that easily as they only chase the red rectangle, but you should not count on this as more seasoned players will notice you easily.
#19
Posted 18 May 2020 - 03:19 AM
Anomalocaris, on 17 May 2020 - 03:24 PM, said:
I think part of the problem is the spawns are all messed up since the merge. You get stuck in alpha lance in an assault on some maps and your butt is hanging in the wind if the enemy decides to push your location early and/or you have no support.
That said, I agree that some people just shouldn't play assaults. One of them tends to be me. Outside of some Gargoyles or fast MAD-IICs, I just don't do well in them.
FRAGTAST1C, on 17 May 2020 - 06:28 PM, said:
Bad spawn locations, or more like spawn order has been here even before the merge, and is likely the reason narcaring threads kept popping up. Caustic is the worse map for the side where Charlie Lance spawns on the far left. Now with the merge, formed groups land in Alpha Lance. Said groups should not have an issue on being left behind unless they are not really communicating, especially with the rest of the team.
With that said, the worse part is said teams not utilizing most of the tonnage. There are already several threads already about the lopsidedness of games with most resting on the heads of those groups who do not bring the weight to the board while the team on the other side brought the weight.
#20
Posted 18 May 2020 - 05:21 AM
Tarl Cabot, on 18 May 2020 - 03:19 AM, said:
Each solo player is treated as a group-of-1. So, even if the group used all of their tonnage, the teams will still be lopsided.
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