Leading A Pug Without Voice Comms
#1
Posted 18 December 2012 - 06:38 AM
The typical round where no one talks goes like this:
2 Mechs head left, 4 Mechs head right, 1 Mech Disconnects, a Scout runs off to never be heard from again. Everyone dies. I got tired of this in short order. Inevitably the opposition was grouped together - or grouped well enough to shred a 4-man team and decimate a 2-man team.
Now when a round is starting I simply type:
Stick together to live, scatter to die.
... and ...
Moving to guard (ridge/river/cave/water).
Suddenly the PUG tends to meander in that general direction and we all get to have a better fight than running off and dying in small groups.
... but if I don't type something, most of the time no one types anything and everyone just scatters. I know a PUG isn't a great team - I can't do voice comms due to personal reasons (I have to hear if one of my kids starts crying at night, so I don't even have my audio on).
What are some more effective ways of leading a PUG? Should I be trying to grab Command and issuing relay points, or pause more during fights to issue orders?
#2
Posted 18 December 2012 - 06:41 AM
I've found that if you drive an ECM equipped D-DC most mechs tend to head your way. Not one word needs to be typed.
#3
Posted 18 December 2012 - 06:47 AM
#4
Posted 18 December 2012 - 06:52 AM
I've seen people asking for a plan and then getting angry when no one offers one. On each map there are only 2-3 ways to go that generally stand a chance at success for a PUG (more organized teams can get trickier) so every option is equally valid.
Forest:
Going Water (less common)
Going Hills (more common)
Going Cave (uncommon)
Frozen City:
Going Cave (uncommon)
Going Ridge (common)
Going Valley (rare, but effective for being rare)
Caustic:
Going Right (common)
Going Left (common)
Going Middle (to park and wait to see which way enemies come, uncommon)
River City:
Going Bridge/City or City/Bridge (uncommon)
Going Water/City or City/Water (common)
Some disasters happen when one side comes out as the other are gathering - like last night in Forest, when our team noted two stray mechs in the water on Thermal and stopped for form up and approach - only to discover that the entire enemy team aside from those two had gone through the cave and found everyone with their back to them.
#5
Posted 18 December 2012 - 07:27 AM
"Attack" - alpha, bravo, charlie, etc.
"Defend" base 1,2,3 (for conquest mode)
Attack base 1,2,3.
everything else can be handled with the map system. recording these basics and tying them toa VGS keybind system would help pugs tons, be much better than the c3 that seems unused now too.
#6
Posted 18 December 2012 - 08:00 AM
Rackminster, on 18 December 2012 - 06:38 AM, said:
The command function works, most people will accept the move to / defend symbol. The other symbols like flank etc. don't work that well, especially if everyone flanks its not as successful (tactically).
#7
Posted 18 December 2012 - 08:03 AM
My plan is very similar: when I PUG, I let people know what I'll be doing (if I'm scouting) and suggest a plan, ro ask if a plan sounds good (in all cases). I can't say for sure that it's improved things for me, but I enjoy PUGging, so there's that.
#8
Posted 18 December 2012 - 08:06 AM
What ****** me off most is people who try to be hot stuff & boss around, yet end up dying first.
#9
Posted 18 December 2012 - 08:08 AM
Jules Gonzales, on 18 December 2012 - 08:06 AM, said:
What ****** me off most is people who try to be hot stuff & boss around, yet end up dying first.
I disagree. The Rambos off on their own adventure die first.
Edited by General Pace, 18 December 2012 - 08:08 AM.
#10
Posted 18 December 2012 - 08:15 AM
Jules Gonzales, on 18 December 2012 - 08:06 AM, said:
I LOLd last time this happened in a game I played. Myself and a buddy were practising scout stuff; both of us in Cicadas. I started my match as always, announcing on team chat "scouting 3 line" or what have you; at the same time, an armchair general was telling the group to stick together and approach the caldera together. He was pretty opposed to us scouting, so I asked him what he'd have us scouts do, and he told me he wanted us to stick with the group, and that was that. So I said okay and did as he asked. 30 seconds later, "armchair general killed by suchandsuch". Literally one minute into the match. Well done, general. Maybe if the scouts had been able to tell you that Atlas was on the other side of the ridge...
#11
Posted 18 December 2012 - 08:16 AM
Rackminster, on 18 December 2012 - 06:38 AM, said:
The typical round where no one talks goes like this:
2 Mechs head left, 4 Mechs head right, 1 Mech Disconnects, a Scout runs off to never be heard from again. Everyone dies. I got tired of this in short order. Inevitably the opposition was grouped together - or grouped well enough to shred a 4-man team and decimate a 2-man team.
Now when a round is starting I simply type:
Stick together to live, scatter to die.
... and ...
Moving to guard (ridge/river/cave/water).
Suddenly the PUG tends to meander in that general direction and we all get to have a better fight than running off and dying in small groups.
... but if I don't type something, most of the time no one types anything and everyone just scatters. I know a PUG isn't a great team - I can't do voice comms due to personal reasons (I have to hear if one of my kids starts crying at night, so I don't even have my audio on).
What are some more effective ways of leading a PUG? Should I be trying to grab Command and issuing relay points, or pause more during fights to issue orders?
Take command of the map and use Marks to help people. Not everyone is going to follow, but it does help. With the advent of ECM, if you can mark where the enemy actually is, it can help people to maneuver. It also helps if you can ask your scouts to pack up and hit the other teams flanks right before you push. Either the scouts get some free backstabs or your heavies get some free backstabs. Either way, the chaos can help a lot.
#12
Posted 18 December 2012 - 08:19 AM
Rhent, on 18 December 2012 - 08:16 AM, said:
Agreed. A simple but effective strategy.
#13
Posted 18 December 2012 - 08:19 AM
One of the first things I do in all my pug games is make sure someone is scouting the most common rush path. So in Frozen City, I'll ask for a volunteer to keep an eye on the tunnel. If no one responds, then I volunteer myself while checking the map to see if anyone is silently going tunnel.
The next thing I do is give a general spot to defend. then I tell people to press B to view map so they can see the symbol on the coordinate.
The final thing I do is call out the enemy location.
Honestly, I hate leading. It's a pain in the *** and I would rather silently run around and do my thing. However, if I don't say anything 99% of the time no one will stand up and take control. So I do the minimum to get the ball rolling on our team. Personally, I find it's not the pugs who can't follow orders, it's the premades who run off and do their own thing without saying a word. (Until it's time to lay blame for their loss of course)
#14
Posted 18 December 2012 - 08:19 AM
Jules Gonzales, on 18 December 2012 - 08:06 AM, said:
What ****** me off most is people who try to be hot stuff & boss around, yet end up dying first.
Agreed.
I never say "Pace, get your *** on the line. Target that Jenner"
Once the fight ensues, I don't say anything at all since I'm busy piloting a Mech. At best all I do is "I'm moving here" and let people come with me.
#15
Posted 18 December 2012 - 08:20 AM
"stick together"
"BLOOD FOR THE BLOOD GOD"
#17
Posted 18 December 2012 - 08:27 AM
Revolver Kirin, on 18 December 2012 - 06:47 AM, said:
I like those who ask for a plan because there's a chance they'll actually listen.
I like to scout and nothing is more frustrating than discovering that the enemy is e.g. rushing cave on Frozen City but your team completely ignores you telling them and stomps off to some remote corner of the map, only to then be surprised that they lost a minute later.
For the same reason, committing to a plan before your scouts have done their initial job often leads to disaster, so do not expect a good answer to a "what's the plan?" question before the countdown has run out. I usually suggest the team goes to a position which allows them to react when intel comes flowing in. Sometimes it works, but often people will just go where they always go, it's just the way people are.
Edited by Snib, 18 December 2012 - 08:29 AM.
#18
Posted 18 December 2012 - 08:29 AM
I understand key defend/assault points on the map.
&
I know when A.) happens B.) follows shortly after.
Sometimes they all listen to me and we pwn (good teamwork!).
Sometimes they all listen to me and we get pwned (good teamwork, slightly embarrased, nice try!).
Sometimes they don't listen at all and we pwn (well the enemy was total newbsauce!).
Others they don't listen at all and we get pwned (way to give me a death, newbs!).
#19
Posted 18 December 2012 - 08:31 AM
Bguk, on 18 December 2012 - 06:41 AM, said:
I've found that if you drive an ECM equipped D-DC most mechs tend to head your way. Not one word needs to be typed.
I always ask for a plan, because I know whoever gives a straight answer is a vet who knows what he's doing (I'm hardly a vet).
But when no one answers, I always declare what I'm going to do (which I more pugs are now doing)... which is usually follow the assaults.
#20
Posted 18 December 2012 - 08:44 AM
Edited by Shredhead, 18 December 2012 - 08:45 AM.
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