OsceeHawk, on 26 November 2024 - 02:53 PM, said:
I'm old but new and old at the game.
I've often heard disparaging comments/remarks during MWO matches about 'nascaring'.
I watch youtubes and one of my favorite is Baraul. He too disses nascar.
Why?
I don't know military doctrine/theory. Is going around to the rear of your enemy bad? Maybe when the enemy is doing the same to you?
Anyway I've always been curious and thought to ask.
Wow, you asked a good question, got basically one good answer - and a lot of people being angry at each other and peddling salt.
"NASCAR" is a buzzword; a pejorative slang term for a tendency that's cropped up for teams to just mutually rotate around a central terrain feature on the map; it's a sarcastic comparison to the racing format of the same name in real life. As Powerlifter explained, when this happens, teams will each veer to the right of a central terrain feature (e.g. the central cauldron on old Caustic Valley) and keep rotating around it - but not actually as a team. Often no one communicates, and the slower 'mechs are gradually left behind, until the fastest 'mechs on the enemy team catch up with them.
Mechwarrior games - inlcluding this one - are all about skilled attrition. You should expect to take damage during a match, and managing this damage - twisting your torso to spread around incoming fire, for example - is a vital skill. You can avoid some damage in a fast, or long-ranged, 'mech, of course, but at the end of the day, you're taking chances in order to deal damage to the enemy.
OK, so when you have a "nascar" situation, generally one team will have more fast 'mechs than the other - even the various Assaults have different speeds. And, if none of the slow 'mechs take action to break out of the mutual rotation, the team with more fast movers will swarm the rearmost Assaults and kill them faster than the slower team - giving the slower team a significant disadvantage in that skilled attrition game, because now there are 12 'mechs on one team taking shots at 11 'mechs on the other. All other things being equal, the math will usually start to tell. The match isn't over, and the slower team may well be killing an assault from the fast team soon after, but the flow of battle has been altered strongly in favor of the faster team.
And the faster team didn't do
anything to earn it. They just ran around the map in mindless, drooling ecstasy. That's why people hate the nascar tendency - it literally allows the match to be decided strongly by happenstance (like Elo Hell in League of Legends, if you know,) and punishes those slow assaults just for playing a slow build. It got bad enough Back in the Day that some players simply stopped playing slow-moving 'mechs, and the most toxic would even rage quit when they saw certain maps (like the original Caustic Valley.) There are various explanations/excuses for the behavior - I personally think it's just because most players are right-handed - but it's a terrible tactical action that leaves victory up to chance more than your own actions. In short, that's why people hate on it so much, and the practice has caused a lot of frustration.
For more on "nascar" failures, how rotation can work, and a vast plethora of basic tactical illustrations, check out Fat4eyes' T
actics 101 comics. It's clear, concise, illustrated, and
well worth the read.
Edited by Void Angel, 29 November 2024 - 03:43 AM.