

New Players Bringing New Play Styles
#1
Posted 17 January 2013 - 08:47 AM
For instance, I was just pugging on Caustic and we spawned at the south end of the map. We made our way up around the east end of the caldera and a few of us were stationed near the caldera as one would expect but 2-3 people were hovering around E7 and heading even further east. I asked why the hell they were over there because their weapons wouldn't be able to see over the caldera... even LRMs are iffy in that spot because they'd get blocked by the caldera.
I was in my dragon and I noticed a couple stalkers moving across the caldera to flank the opponent so I followed. Of course, we got destroyed and I quit because I was messing with some streaming and audio settings and was really just playing to see how they worked. I kinda wish I had stuck around to see what happened but I'm fairly certain I already know.
I'm not really complaining about that loss, but I am curious to see how new players will change the gameplay strategies involved in MWO. It's been pretty static so far and I welcome any sort of change since we're not seeing much new out of the dev team. New ways to approach maps and flank positions will be interesting to see.
However, I don't think it just needs to go unchecked. The veterans really need to start taking charge and grab that command chair. The other veterans on that server need to do everything in their power to support the command chair. There's no reason for new players to try and come up with completely original strategies when we already have ones that work.
It's just that we don't really have a hell of a lot of options on how to communicate those strategies. I don't know about you, but it's very inconvenient to have to type all that while positioning yourself/fighting/etc. Let's be realistic, even if C3 did work properly, most people would turn it off. That's just the nature of VoIP. If someone wanted to play with VoIP, they'd already be using TS3 or Mumble since they probably already use it for something else.
This is a call for gameplay strategy posts. It would benefit not only new players but old players, as well. I know I feel like I'm fairly set in my ways when approaching certain maps. For a long time, it felt like we were playing a MOBA game, going either left, right or center. Now it seems like that's changing. I think it'd be interesting to talk about strategy and maybe guide each other in forming the best strategies for different maps.
So, yeah, post your strategies here!
#2
Posted 17 January 2013 - 08:51 AM
Carnivoris, on 17 January 2013 - 08:47 AM, said:
I'm not quite sure what you mean...
So are you saying that any strategies new players would come up with... would be bad, and not work, so we should stick to what we do?
I "strategize" as much as I am able to harp on skype in a timeframe of 30 seconds. Most of the time it works, it's a lot about prediction, luck, and sometimes what the other 4-5 people who can't hear me do.
I think alternating "Strategies" when I feel like it/ when I think it's necessary is a strategy in itself. Stagnancy is never good, it breeds boredom, and boredom kills.
Just sayin'.
#3
Posted 17 January 2013 - 08:54 AM
#4
Posted 17 January 2013 - 08:58 AM
Lynette Steffeld, on 17 January 2013 - 08:51 AM, said:
No, I'm merely suggesting that we share the wisdom that we've gained from playing so that new players don't have to start from scratch.
Congzilla, on 17 January 2013 - 08:54 AM, said:
You don't understand what I meant. I don't mean the scouts were over there. The scouts were already back with us after spotting the enemy on the other side. There was a phract and a stalker wandering about way out of line of sight with anything where ballistics/PPCs/LRMs probably wouldn't have done much good since the enemy would be using the lip of the caldera for cover. It was a bad angle for our mechs to fight and they'd never have gotten a shot off if they didn't move.
#5
Posted 17 January 2013 - 09:00 AM
Carnivoris, on 17 January 2013 - 08:58 AM, said:
I don't exactly disagree, but I think some things have to be learnt the hard way first.
Every time I empty 9 rounds into a light that stopped for 2 seconds, somewhere in the back of my head a subconscious tally scratches another "1" off the "lights that decided to stay still" counter.
Besides... sometimes people listen, sometimes they don't. I'm not all that patient - but maybe I'll try again if comm warfare hits.
#6
Posted 17 January 2013 - 09:01 AM
Carnivoris, on 17 January 2013 - 08:58 AM, said:
No, I'm merely suggesting that we share the wisdom that we've gained from playing so that new players don't have to start from scratch.
You don't understand what I meant. I don't mean the scouts were over there. The scouts were already back with us after spotting the enemy on the other side. There was a phract and a stalker wandering about way out of line of sight with anything where ballistics/PPCs/LRMs probably wouldn't have done much good since the enemy would be using the lip of the caldera for cover. It was a bad angle for our mechs to fight and they'd never have gotten a shot off if they didn't move.
Can you draw it up in ATC so we can see exactly what you mean?
#10
Posted 17 January 2013 - 09:52 AM
Trying to 'guide' or 'help' people via chat is mostly useless and sometimes even counterproductive cause you are taking your own expertise out of the combat too.
This and every other game that promotes 'team play' fails horribly in giving people chance to work togeather when not knowing each other previously. Until such tools that help this are present, I would suggest you to teach by your example or just write them off as dead or disconnected.
#11
Posted 17 January 2013 - 09:53 AM
So I guess I can outline PuG strats.
1) Never base an plan of attack on marksmanship.you can not be sure your pugs can shoot.
2) Never try anything complex like a fiegned push or a bait and switch. Keep the plan so simple that even a low level AI in MW4 could do it.Plans like go to X square Face Y direction shoot at bad guys is about as much as you can hope for.
3) Expect failure in the execution of the plan.There will almost always be a Rambo who goes off plan.This guy is designated casualty.Just watch were he died and how quickly he did so to estimate enemy strength in that area.Not ideal recon but it's better than nothing.
4) Try to wrangle at least one posted observer to cover critical locations on a map.
Frozen city: cave
River City: G-line
Forest colony: Water line or the Arch depending on deployment.
Caustic: whatever side of the cauldera your main body isn't facing or the 3-4 line gully.
This observer should not be expected to fight it should be a speedy mech to avoid the enemy if out numbered and the means of report should be simple,like type the number of mechs incomming from that observed location.
For example: 2222222222222 for two enemy the long line of twos is to be sure it's not missed in text chat.
5) To optimize on the oh so popular stick together plan I would make it slightly more complex by including "focus fire" as an adendum.
Focus fire can be made easy by loading a TAG on your mech and declaring that any mech you TAG is the focus target.Sometimes puggies pay enough attention to actually complete this order.
6) Remind Puggies at the match start to be mindful of fire lanes and positioning.Sometimes they listen mostly they bottleneck in tight terrain and prevent efficent use of firepower.
7) And that brings me to my next point: Defend if possible.Puggies utterly suck at assaulting because of the following.
a: Lack of commiting to a timed push leaves your lead units isolated to be destroyed.
b: effective focus fire is critical and that is not typical of puggy performances
c: Puggies tend to turtle and fill choke points when under fire.This is of course exactly how not to assault.
8 ) Once you have a plan stick to it.a change up in the middle of a battle is to confusing without adiquate communicatins.PuGs have a distinct lack in communication tools so avoid change ups.
I would take this concept even further and formulate one good tactic for each map and always use it.Eventually you will have all the bugs worked out and get it paired down to an efficent deployment with simple commands.Then and only then try a new tactic.
Keep it as simple as possible and you may have a chance of a plan being followed.
Edited by Lykaon, 17 January 2013 - 10:00 AM.
#12
Posted 17 January 2013 - 09:56 AM
#13
Posted 17 January 2013 - 10:19 AM
- stick together
I say high success rate, not 100% success rate. And by high I mean about 65% of the time all players will pay attention to it.
Most of the time there's 1 person in a Hunchie with a 200 engine that says "I'm checking cave" followed 3 seconds later by a blip on the radar and "Enemy Player has killed Dumbass in the cave". (disclaimer: This is not always a HBK, it can be any other easy to hit support 'Mech that Rambo believes is the Ultimate Killing Machine (UKM)).
The same can be said for Lone Wolf #2 who charges over the ridge in his UKM and proceeds to get blasted apart by the combined firepower of the 6 'Mechs waiting for him.
#14
Posted 17 January 2013 - 10:24 AM
Boated weapons are allowed, not limited by hardpoints. This makes some mechs with actual hardpoint limitations (cent, drag, awesome) seem like terrible or subpar mechs.
Lasers are Damage over time. This + netcode + regular latency = terrible weapon, even before we get the heat issues involved. Unless you boat the most efficient Medium lasers, ofc.
Speed is king. It not only affects how fast you run, but how fast you turn and how fast you torso twist. Want to spend 10 seconds trying to turn onto that light mech shooting you in the back, with torso twist and leg turning? Or do you want to turn completely around in less than 2 seconds? Bigger engine gets you:
Turn speed.
Twist speed.
More heat sinks in engine (couple for 2.0 DHS on board for uber goodness).
Smaller (or stock) engines give you.
Terrible turn or twist speed.
Less heat sinks on engine.
very slow movement so no ability to flank or escape being flanked by those Streak/SRM/PPC kitties and others.
So, what we have here is this:
Speed + boat. That's why it's stale. Nothing else is viable.
Like you said, you already knew how it'd turn out. This is Chromehounds all over again. sigh...
#15
Posted 17 January 2013 - 11:07 AM
BerryChunks, on 17 January 2013 - 10:24 AM, said:
Boated weapons are allowed, not limited by hardpoints. This makes some mechs with actual hardpoint limitations (cent, drag, awesome) seem like terrible or subpar mechs.
Lasers are Damage over time. This + netcode + regular latency = terrible weapon, even before we get the heat issues involved. Unless you boat the most efficient Medium lasers, ofc.
Speed is king. It not only affects how fast you run, but how fast you turn and how fast you torso twist. Want to spend 10 seconds trying to turn onto that light mech shooting you in the back, with torso twist and leg turning? Or do you want to turn completely around in less than 2 seconds? Bigger engine gets you:
Turn speed.
Twist speed.
More heat sinks in engine (couple for 2.0 DHS on board for uber goodness).
Smaller (or stock) engines give you.
Terrible turn or twist speed.
Less heat sinks on engine.
very slow movement so no ability to flank or escape being flanked by those Streak/SRM/PPC kitties and others.
So, what we have here is this:
Speed + boat. That's why it's stale. Nothing else is viable.
Like you said, you already knew how it'd turn out. This is Chromehounds all over again. sigh...
Um..confused on your boat statement.
Hardpoints do limit "boat" configuarations.All mechs have hardpoints and all mechs have limitations on what can be installed on the hardpoint. Thus I am confused by the statement " not limited by hardpoints".
Also you list three chassis as examples of mechs with "actual hardpoint limitations" and placed the Awesome in there.
The awesome is a boat in nearly all configurations.8Q is an energy boat with 7 energy hardpoints,The 9M is also an energy boat that can mount a faster engine.The other awesomes are by and large missile carriers of some sort with one having 4 missile hardpoints that make it a deffinate missile boat contender.
Listing dragons as subpar just shows a lack in experience.I list he dragon among the most effective designs in game currently.A blending of speed/agility with decent armor and versitile weapons loadouts.I really enjoy my Dragon 1C that I have configured as a sort of "grand" dragon with an ER PPC 3 medium lasers an LRM10 and a 350XL. this config is an excellent cav mech or hit and run sniper.
The centurion? well I can see an argument there.The mech seems to require a certain finnesse to learn that I have yet to get.
Lasers are excellent weapons and second only to lock and launch weapons for compensating for the netcode issues.
One of my favorites is a K2 4 large lasers 300xl and 20 DHS.This mech pretty much proves your viewpoint on lasers to be incorrect.
Speed is of course critical but so is learning how to deal with a lack of speed.Learning piloting is more than throttle up turn that way,shoot.
Learning when it is advantagous to throw your lumbering assault mech into reverse and counter turn into the circling light mechs is a skill that will pay off ...huge.Don't always try to track a target by traversing the same route they are.Sometimes the math just doesn't work.
Your essesment of what is viable is a tad off as well.I am pretty sure the current game favors...
Light mech + ECM + Streaks.
P.S. never played chromehounds.
#16
Posted 17 January 2013 - 01:20 PM
If your analysis was correct there'd be no catas and atlai around.
you "K2 proof" is nothing but a Level 2 teched out mech with as many heat sinks as possible to fit in order to make it work, and it doesn't even work that well. The only reason it doesn't keel over and die is again, like you pointed out, and like I said, a speedy engine.
Quote
translated to Real MWO behavior: The awesome is a boat in two configurations out of five.
are you going to say that a 5 energy 2 missile is a boat mech? One of those slots is in the head, meaning nothing greater than a medium laser. If you actually used it, you'd discover that it's often a trade-off of trying to find the biggest weapons to fit the slots so tonnage isn't wasted.
you COULD technically put 5 medium lasers and 2 SRM6 on it, but then you're looking at about 10-12 tons wasted, even after maxing out heat sinks.
On the other hand, you can stick on some large lasers to get more use out of your tonnage, but then your DPS is actually weaker because they aren't medium lasers.
The way you describe the behavior of things and state obvious velocity rules like "throw it in reverse and twist the other way to get a good shot on them, no really", says that you haven't really played this game much at all.
Yeah, you havent played CH. Read my sig. Understand that I have way more experience in both sim dogfights and balance issues ruining games than you do. Thanks.
Edited by BerryChunks, 17 January 2013 - 01:21 PM.
#17
Posted 17 January 2013 - 01:27 PM
Are we on Caustic? Lets hide behind the caldera or go east side. Forest? Everyone split up, valley and river.
It becomes a stale experience when we constantly do the same strategy. I have to admit that when I pug and I see the newbie pair of trial stalkers bum rushing forest colony I will take my 8kph SRM Catapult to assist. I might die but damn is it more fun to tango with the enemy team while I hope to god the rest of the team moves in for some sort of pincer movement.
#18
Posted 17 January 2013 - 06:11 PM
However, I'm drunk right now. I'll get back to all of you tomorrow.
I can, however, give some broad examples of how I feel about your responses thus far: yep, nope, let's at least try to guide the newbies: it's our duty!, and let's do this, guys. I know many of you love the game as much as I do and wish for it to prosper. The best way we can do that is by helping new players and guiding them, teaching them to become better Mechwarriors. We have to realize this is a lost art. It's our job to revive it.
Finally, GOOD JOB, TEAM! ON 3, READY? BREAK!
#19
Posted 17 January 2013 - 06:38 PM
Carnivoris, on 17 January 2013 - 08:47 AM, said:
Of course there is, because known strategies can be countered, usually very easily.
Conquest - River City - Starting Docks. 90% of the teams starting at the Spaceport will glob up and head toward Kappa. This means we can send a fast light mech to cap Epsilon and join us in grabbing Theta and pushing towards Kappa. We now have 3 points and if it turns into a stalemate we are pushing them because eventually we will win by resource cap.
When a team suddenly does something unexpected like send 2 lights to Epsilon and the other 6 Head right down to Theta when they start at the Starport instead of heading to Kappa.... things get messy quick for the, "This strategy works why change it?" crowd. Very often they are counting on the other team going Kappa and so dribble in to Theta one or two at a time. If the other team can focus fire them down quick enough they can get 1 or two up before the main fight starts and the 2 lights can wipe out the other one or chase it away and cap that point then join the fight.
Doing what worked over and over makes you predictable and often sloppy. How many times in closed beta did I hear on TS, "Okay looks like they are going to hang behind the dropship and wait for u... oh crap they are pushing... pushing HARD! Uh, uh.... Focus Delta.. er... Yeah.. Delta, no wait Bravo is an AC20 cat. Focus Bra... I'm dead." or some similar thing because so many teams would camp out behind the dropship and people just got used to it.

Edited by Mercules, 17 January 2013 - 06:39 PM.
#20
Posted 17 January 2013 - 07:17 PM
Mercules, on 17 January 2013 - 06:38 PM, said:
Of course there is, because known strategies can be countered, usually very easily.
Conquest - River City - Starting Docks. 90% of the teams starting at the Spaceport will glob up and head toward Kappa. This means we can send a fast light mech to cap Epsilon and join us in grabbing Theta and pushing towards Kappa. We now have 3 points and if it turns into a stalemate we are pushing them because eventually we will win by resource cap.
When a team suddenly does something unexpected like send 2 lights to Epsilon and the other 6 Head right down to Theta when they start at the Starport instead of heading to Kappa.... things get messy quick for the, "This strategy works why change it?" crowd. Very often they are counting on the other team going Kappa and so dribble in to Theta one or two at a time. If the other team can focus fire them down quick enough they can get 1 or two up before the main fight starts and the 2 lights can wipe out the other one or chase it away and cap that point then join the fight.
Doing what worked over and over makes you predictable and often sloppy. How many times in closed beta did I hear on TS, "Okay looks like they are going to hang behind the dropship and wait for u... oh crap they are pushing... pushing HARD! Uh, uh.... Focus Delta.. er... Yeah.. Delta, no wait Bravo is an AC20 cat. Focus Bra... I'm dead." or some similar thing because so many teams would camp out behind the dropship and people just got used to it.

I didn't mean that they shouldn't come up with strategies but I think it would be beneficial for them to at least understand established strategies.
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