#581
Posted 10 February 2015 - 07:38 AM
#582
Posted 10 February 2015 - 01:33 PM
Basically, my meter for kill stealing is if someone on your team takes a killing alpha for themselves and then proceeds to kill the original target of that alpha. Only ever happened to me once.
Other people killing something you're shooting at by being quicker on the draw? Not a big deal, that's just focused fire. It really only bugged me the one time because he took a hit to team resources (armor) for a bonus to his c-bills/XP. I'd have been really mad if we had lost.
#583
Posted 10 February 2015 - 06:13 PM
#584
Posted 10 February 2015 - 06:50 PM
Kahadras, on 09 February 2015 - 04:38 PM, said:
This is essentially the exact opposite of the way I play (and the expectations I have for those that I play with regularly). In general, I encourage and approve of smart use of cover, except when other teammates are brawling and taking damage.
Once the brawl starts, it needs to be a whole-team effort.
When I'm in a brawling assault, I expect the lighter strikers to occasionally use me as cover. However, if they're going to do that, they have to keep up with me. I will be going full-throttle from target to target, hitting each enemy in my path a maximum of two or three times before moving on to the next (until I get to the back of their formation, at which point I turn back into the chaos). I expect that my teammates will capitalize on the weakened armor on the 'mechs I don't kill. I don't give a crap how many kills I get or how much damage I do, as long as the team wins and we have fun. When it works well, it is a glorious decisive win ... when it kinda works, it's still a phenomenal brawl, and great fun ... only occasionally does it fail miserably, and even then, it's still kinda fun.
Edited by Kageru Ikazuchi, 10 February 2015 - 07:28 PM.
#585
Posted 11 February 2015 - 05:23 PM
Gift of the Magi, on 09 February 2015 - 11:01 AM, said:
And in one case, after locking a mech and firing on it, the team mech engaging it turned and fired ON ME, and texted to me "Quit trying to kill-steal, noob".
I think the game does encourage long-range engagements and players don't want to get exposed and risk being taken out, but I also think we are still dealing with Deathmatch Syndrome.
Deathmatch Syndrome is a common affliction amongst video game players, especially younger ones, who prefer FPS games. It starts with the mindset created in deathmatch games, when you are all by yourself against others and ranking or success is graded by
-1.) How many kills or killshots you get.
-2.) If you were the last man alive.
Such games completely discourage any kind of team-play, and even many Team Deathmatches put more emphasis on personal performance than team victory. I remember playing such games and having players brag about getting 30+ kills even after their team lost, while shrugging at the team that won because "don't matter". They also become upset at 'kill-stealing' to the point of turning on their own team in frustration and not communicating if they see opponents, because they want all the kills to themselves.
This game tracks your Kill/Death ratio, your Match/Win ratio and other personal attributes...which of course feeds this disease. Add in that the team needs locks to help figure out where enemies are or to use their weapons properly, and you have a mindset of players completely against what makes a team work. Unfortunately this disease is hard to cure without actually being with that player and talking to them, and it is infectious as hell.
Hey Magi, if u need a tank add me as friend and i will come to your aid. I am looking for like minded guys to group up with. Void is right about players trending towards long range engagement, most players with units/clans would've had this discussion in the war room i'm sure. I prefer to get my hands dirty, close and personal (had a bloody good time when laser hit reg was broken for a while mwahahaha) so shoot me an invite anytime i'm online.
Also would like to add what someone said to me ingame, a fellow Atlas pilot. My team spawned on the otherside of the hill and was approaching the tunnel when our team came to a halt on Crimson, the enemy had their defenses up on and below the platform and was picking us off 1 by 1. The wise man...or women, said "its our job to get our crew knee deep in ****, lets hope they know how to dig us out" and we stormed the lower level. Luckily the others followed through and we rolled the enemy despite being downed a few. He/she didnt make it out and i was heavily damaged.
Regarding K/D ratios, being an advocate of bullrush tactics, i dont really give a fudge about my K/D ratio. Maybe thats why games have been tough, i'm in the lower brackets...
Well checked my K/D ratio and its still in the green so it proves that you dont have to hang back to get a good score(?)
Edit: Regarding kill steals, i once got 6 kills under 400 damage in an atlas. My logic is if i'm at the frontlines doing work, i think i am entitled to them...
Edited by purplewasabi, 11 February 2015 - 05:32 PM.
#586
Posted 11 February 2015 - 05:55 PM
It does bear mentioning that you don't have to go through their whole team in order to get the job done (and that a good charge always relies on timing, even if the time is "as soon as I get there.") Cutting a corner off the enemy team can also be beneficial. Taking Crimson Strait as an example, if you're coming out of the tunnel with the enemy under the mezzanine, you can cut to the right and go around the building, then either go back across sideways or travel around the building to engage, depending on where the enemies are. But when push comes to shove, it needs to be the Assaults who are doing the shoving, even potentially with long-range builds. Too many long-range pilots assume that since they are "snipers," they shouldn't close in on the enemy, and simply sit in place hoping the enemy will give them a target - while the team fights and dies behind the next hill. But that really is another thread.
Edited by Void Angel, 11 February 2015 - 05:57 PM.
#587
Posted 11 February 2015 - 06:55 PM
Void Angel, on 18 January 2013 - 03:44 PM, said:
if the enemy is shooting at your teammate, as a practical matter they cannot shoot at you at the same time. Thus, if you see a large volume of fire coming at your Friendly Neighborhood Atlas, often the best thing you can do is use that window to return fire at the enemy while they focus on killing your friend.
To this day this is one of the most important aspects behind trading effectively.
#589
Posted 12 February 2015 - 11:02 AM
I have the experiences with Atlases as line breakers all the time. If I can get people to follow me, or to flank the enemy when I lumber out, its a win, most of the time. I try and twist as much as I can but I usually take an angle where its hard for the enemy to stay focused on my CT (Standard Engine only on Atlases) Pummel them with the AC 20 and the SRMs you should be carrying. Add in some Laser or PPC fire, don't overheat & keep moving. Game over.
Your job isn't to kill anything. Its to raise hell. Sure if you can find a damaged victim your big gun will do the trick but one or two kills is all you can hope for when 6 enemies turn on you. The fun thing is watching the enemies you know you blasted as you walked out be listed as killed because your team has mugged them after you passed. By the time I'm dead or combat ineffective the enemy should be down 4-6 units to just me. Game over. Even in CW that's a big lead.
#590
Posted 12 February 2015 - 01:59 PM
As for the tactics you describe, yes! That's exactly what you do, though I do try to kill as many people as possible, and with an Ac/20 and three ASRM6s, you can kill Mediums and the like pretty fast. But your goal, your reason for being there, is to make an Atlas-shaped hole in the enemy team.
#591
Posted 12 February 2015 - 04:08 PM
A great example was a game from a couple of days ago on Crimson Strait. The other team ran off and left their assaults behind. Our team kept together, caught up with the enemy assaults and wiped them out. The game was something like 3-6 at that point but we ended up winning 12-7 and a lot of it, IMHO, was down to the fact that they lost the most important element of their team. OK we had lost more mechs at that point where the last enemy King Crab went down but we still had the nuculus of an effective team which was our 3 assaults backed up by some lighter mechs.
#592
Posted 13 February 2015 - 07:09 PM
This is where it got weird. I started playing peekaboo with a Stalker that was leading their pack, and instead of pushing forward and forcing me into a brawl where I died in flaming glory, the entire enemy team BACKED OFF. From one Locust. So I pushed forward peekaboo-style, and before I knew it, I had held the entire enemy team, by myself, in a Locust for something like 2 and a half minutes, and they finally decided to charge me. So I dropped my airstrike and they backed off again. Then, a Dire Whale AC2 boat took the lead and got chewed to pieced by my team which had about 3/4ths arrived by that time. My team pushed forward into them from both our base and the hill on their left flank, and they died in a matter of seconds after that.
I can honestly say that this is the first time in my career as a Locust pilot that I've had someone actually flee from me when they had support within 15 meters. Seemed like a superb example of timidity costing a match though. Heh...hiding from the Locust...
#593
Posted 13 February 2015 - 09:51 PM
How do you engage the reverse gear of an Assault Mech?
Shoot it with a Medium Laser.
=D
#594
Posted 14 February 2015 - 03:47 PM
Tim East, on 13 February 2015 - 07:09 PM, said:
This is where it got weird. I started playing peekaboo with a Stalker that was leading their pack, and instead of pushing forward and forcing me into a brawl where I died in flaming glory, the entire enemy team BACKED OFF. From one Locust. So I pushed forward peekaboo-style, and before I knew it, I had held the entire enemy team, by myself, in a Locust for something like 2 and a half minutes, and they finally decided to charge me. So I dropped my airstrike and they backed off again. Then, a Dire Whale AC2 boat took the lead and got chewed to pieced by my team which had about 3/4ths arrived by that time. My team pushed forward into them from both our base and the hill on their left flank, and they died in a matter of seconds after that.
I can honestly say that this is the first time in my career as a Locust pilot that I've had someone actually flee from me when they had support within 15 meters. Seemed like a superb example of timidity costing a match though. Heh...hiding from the Locust...
Damnit man, I think that was one of my teams. I was trying to find a firing position while I saw all the heavies and assaults move toward the crater...and then they ran away from a Locust. A LOCUST. I got chewed apart when my lance tried to take a position and the INSTANT two mechs opened fire, my FIVE teammates ran back to cover leaving me in the open all by myself.
Now hearing all this talk about how an Atlas can be used to open up an enemy line and push....I do have this Atlas I got for ordering the Wraith Edition of Resistance. I normally prefer speed and flexibility, but if there is a need for a giant chunk of metal meat to get things moving, I am willing to re-train myself.
Edited by Gift of the Magi, 14 February 2015 - 03:49 PM.
#595
Posted 14 February 2015 - 04:34 PM
Just be prepared to have 0-kill, 300 damage matches where you drove the win - and none of your teammates will believe you did it.
#596
Posted 14 February 2015 - 09:51 PM
Void Angel, on 14 February 2015 - 04:34 PM, said:
One of my most glorious matches, group of about 6x 228th, plus others vs. a group of CSJ (now JGx) with a couple of Lords mixed in on Forest Colony ... we were rolling heavy ... 2x AS-7-D-DC, DWF, and a few TBRs (because we'd been running into these guys pretty much all night).
They started at the uphill spawn and immediately set up a firing line in the water behind the island.
We knew we couldn't trade with them, and had to brawl, just needed a sacrificial hunk of armor to "open the door".
We moved into the water, with our faster mechs near the stern of the ship, and our assaults stacked at the hole in the ship, and I waded forward in my Atlas, first one shoulder forward, then the other, watching a brilliant fan of laser vomit melt away my arms, my side torsos, and ultimately my CT ... I did something like 100 damage, and died in the first 15 seconds of the engagement, but when my team closed the distance, the enemies were all two alphas closer to over heating. It took a few more minutes, but we walked away victorious.
We won primarily because we had a team that trusted each other, but also because I used almost every bit of my 592 points of armor ... while it is fun to wade through a team punching holes in things, barely living and getting half a dozen kills, it is sometimes just as satisfying to be the guy that enabled others to do so.
#597
Posted 15 February 2015 - 07:18 AM
Gift of the Magi, on 14 February 2015 - 03:47 PM, said:
I've had surprisingly good fortune using a SRM Stormcrow as a sort of shock-trooper mech. It's beefy enough to frequently give two alphas before falling to the enemy team, fast enough to leap around a corner in a real hurry, and punchy enough to wreck any one guy. Just know that if you're planning to be the sacrifice, you're relying on your team to pick up the pieces, which they will not do about 2/3rds of the time in my experience. It probably works better when you have a group with voip.
#598
Posted 15 February 2015 - 08:38 AM
Quote
I always check post match scores to see how our assaults did. TBH though if we win then all is forgiven in terms of what people have done (or haven't done) during the game. The annoyance comes when your team loses and people haven't done their jobs.
#599
Posted 15 February 2015 - 09:03 AM
There's not really better indicators, of course - it's all we've got at the end of the match - but even so, that scoreboard is a terrible indicator of performance.
#600
Posted 15 February 2015 - 09:31 AM
Wintersdark, on 15 February 2015 - 09:03 AM, said:
There's not really better indicators, of course - it's all we've got at the end of the match - but even so, that scoreboard is a terrible indicator of performance.
Agreed. If you are using an assault as a meat shield (odd thing to type when talking about a giant metal box), then it is taking the role of the 'tank' in MMOs.
The traditional tank does not worry about how much damage it does, but how much damage and attention it absorbs. I like the Atlas because it has enough armor to take a beating, enough firepower to force you to respect it and it is THE scariest looking mech in the game (as opposed to the Dire Wolf, which may have more firepower and armor but looking like a mini-van with legs). I see an Atlas and I immediately shoot it in the face and find cover.
I do not grade our assaults for their kills. I grade them by how often do I see them on the front line and are they moving forward or holding the line...or are they moving backward IN PACKS. I do not hold it against a lone assault retreating because no one came to help....in fact if I see that I try to run over and help if I can. But the whole lance? Sorry but no. I have 3 Stalkers, which are mostly support-type Assaults and I STILL try to keep them moving forward at all times. Even if I die with no kills, at least the guys behind me have time to wreak the enemy.
Plus my Stalkers are scary ;-)
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