Huh, in another video he has his framerate, position coordinates and ping in the upper left corner- is there a way to enable those in-game? I normally use Steam's overlay for that, but having that on in this game is a delayed death sentence.
Bunch of people with a familiar tag in the score screen here
Oh hey, that's my group!
Oooh, and you were on the winning side too!
I laugh at his comment that the RAC5s are good since you never overheat. That is because he's hiding in or behind the blob for the most part. I've run that same build and have it go 50/50. Sometimes you can do what he did and other times you get focus fired by a UAC Clanner since they just laugh at the little 5s.
Bunch of people with a familiar tag in the score screen here
Oh hey, that's my group!
Oooh, and you were on the winning side too!
I laugh at his comment that the RAC5s are good since you never overheat. That is because he's hiding in or behind the blob for the most part. I've run that same build and have it go 50/50. Sometimes you can do what he did and other times you get focus fired by a UAC Clanner since they just laugh at the little 5s.
I mean, he also spent about half the game waiting out jams
I've said it before, but I'm not fond of RACs on the Bushy, you need sustained face time to make them work and Bushy needs to splash to survive.
Also, personally, I'm not fond of RACs when it comes to targets moving between cover, in places like Solaris or the top of Grim unless you have a UAV up in the sky you won't be able to spin up and fire effectively before they disappear behind the next wall. I also found trying to shoot lights on Mining especially difficult, where a 2xUAC10s just requires a good snapshot to leg them.
Bunch of people with a familiar tag in the score screen here
Oh hey, that's my group!
Oooh, and you were on the winning side too!
I laugh at his comment that the RAC5s are good since you never overheat. That is because he's hiding in or behind the blob for the most part. I've run that same build and have it go 50/50. Sometimes you can do what he did and other times you get focus fired by a UAC Clanner since they just laugh at the little 5s.
I mean, he also spent about half the game waiting out jams
I've said it before, but I'm not fond of RACs on the Bushy, you need sustained face time to make them work and Bushy needs to splash to survive.
Also, personally, I'm not fond of RACs when it comes to targets moving between cover, in places like Solaris or the top of Grim unless you have a UAV up in the sky you won't be able to spin up and fire effectively before they disappear behind the next wall. I also found trying to shoot lights on Mining especially difficult, where a 2xUAC10s just requires a good snapshot to leg them.
Same here, I went back to my original SRM builds for the alpha damage. Don't get me wrong, it was sort of fun acting like a portable turret next to bigger (scarier) targets like that guy did. It is just boring and painful once you get spotted and cored. Although I have to admit running it as a 3RAC2 build was hilarious for a while (just way too slow). I had so much fun laughing at the build that I bought a Shadow Hawk for the build.
The best RAC mechs tend to be tanky or have high hard points so they can out trade, and it should be 1 vs 1 or better each time.
The Shadow Hawk works really well for it because the RACs are right next to the cockpit so you can just barely hill peek and fire with tiny hit box to shoot back at.
Marauders and Bushwhackers work if you just move back and forth (side to side for the opponent) which combined with their narrow profiles, makes keeping fire to one component difficult at best.
Any other mech needs to combine it with additional (preferably cool) weapons to amplify the DPS (see also the Annie and Mauler with 3xRAC/2 backed up with 3xAC/2).
The best RAC mechs tend to be tanky or have high hard points so they can out trade, and it should be 1 vs 1 or better each time.
The Shadow Hawk works really well for it because the RACs are right next to the cockpit so you can just barely hill peek and fire with tiny hit box to shoot back at.
Marauders and Bushwhackers work if you just move back and forth (side to side for the opponent) which combined with their narrow profiles, makes keeping fire to one component difficult at best.
Any other mech needs to combine it with additional (preferably cool) weapons to amplify the DPS (see also the Annie and Mauler with 3xRAC/2 backed up with 3xAC/2).
My Light Engine Catapult was hilarious running twin RAC5s... Probably because it is the size of a Jenner and has the armor to face tank with fellow Lights and Mediums.
Stay there. Trust me, it is the land of fun where you can run really dumb builds such as a MRM Commando and still have fun. Oh wait, I still do that at Tier 1 (ok, so I'm now Tier 3 thanks to the reset).
Maybe I should just force myself to only pilot my Pirate's Bane, to both learn how Lights work and to knock myself back to T5- a win-win!
Best way to do it. It was my money maker long ago, taught me how to pilot Lights, got lots of matches in, AND made me learn ECM tactics. Sadly even though the drop percentages show a higher chance of getting in as a Light I don't think it works anymore with the way PGI does drops (and lower number of players). At least I didn't see getting into matches faster when I was piloting my Piranha/Kit Fox/Urbie/Commando this past weekend versus running any other weight class. Although I did notice that when I did run my Piranha I got matched up with you guys. >_>
I'm still waiting for that side torso bill to get paid!
I think PGI just outright removed per-side weight limits. If too many Assaults are queuing then it'll make two groups that are Assault heavy, who cares if that spikes the already high damage even higher.
I'm still waiting for that side torso bill to get paid!
I think PGI just outright removed per-side weight limits. If too many Assaults are queuing then it'll make two groups that are Assault heavy, who cares if that spikes the already high damage even higher.
I have some ammo to pay the bill with.
I swear that they did change the weight limits somewhat since I remember running matches where one side had 4 or more Assaults while mine didn't have any. Maybe it was just pure luck, or those were on Oosik Nights when we ran group queues.
Also, do you run a 4 man when you play? I thought you had a fourth who is not in the Oosiks. With the lowered Unit costs we can now invite a lot of people (I think). I haven't looked but PGI said it is 90% cost reduction.
When it comes to RACs you should never NOT be spinning up. Massage that trigger like it’s your lover!
I do that like my mech is a race car (I actually started doing it on my Urbie since I felt like I was always too slow on the trigger finger). Always revving for that split moment where the enemy pops out like a piece of toast.
so you can start with a cicada instead of a light mech in career. the 3C does have 4 support hard points so I loaded one up with support weapons to zip around and punch stuff, jump behind people with its 6 jump jets and it's amusing
I'm still waiting for that side torso bill to get paid!
I think PGI just outright removed per-side weight limits. If too many Assaults are queuing then it'll make two groups that are Assault heavy, who cares if that spikes the already high damage even higher.
I have some ammo to pay the bill with.
I swear that they did change the weight limits somewhat since I remember running matches where one side had 4 or more Assaults while mine didn't have any. Maybe it was just pure luck, or those were on Oosik Nights when we ran group queues.
Also, do you run a 4 man when you play? I thought you had a fourth who is not in the Oosiks. With the lowered Unit costs we can now invite a lot of people (I think). I haven't looked but PGI said it is 90% cost reduction.
Yep, we did! He's the 4th person in our lance.
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
I don't understand the tiers. Which one is better? I think 1 should be the highest right? But sometimes the way people talk it makes me question if 5 is.
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
I'm still waiting for that side torso bill to get paid!
I think PGI just outright removed per-side weight limits. If too many Assaults are queuing then it'll make two groups that are Assault heavy, who cares if that spikes the already high damage even higher.
I have some ammo to pay the bill with.
I swear that they did change the weight limits somewhat since I remember running matches where one side had 4 or more Assaults while mine didn't have any. Maybe it was just pure luck, or those were on Oosik Nights when we ran group queues.
Also, do you run a 4 man when you play? I thought you had a fourth who is not in the Oosiks. With the lowered Unit costs we can now invite a lot of people (I think). I haven't looked but PGI said it is 90% cost reduction.
Yep, we did! He's the 4th person in our lance.
Ok, is he on the forum and want to join the Oosiks?
I'm still waiting for that side torso bill to get paid!
I think PGI just outright removed per-side weight limits. If too many Assaults are queuing then it'll make two groups that are Assault heavy, who cares if that spikes the already high damage even higher.
I have some ammo to pay the bill with.
I swear that they did change the weight limits somewhat since I remember running matches where one side had 4 or more Assaults while mine didn't have any. Maybe it was just pure luck, or those were on Oosik Nights when we ran group queues.
Also, do you run a 4 man when you play? I thought you had a fourth who is not in the Oosiks. With the lowered Unit costs we can now invite a lot of people (I think). I haven't looked but PGI said it is 90% cost reduction.
Yep, we did! He's the 4th person in our lance.
Ok, is he on the forum and want to join the Oosiks?
He is not, which is why I've been hesitant to invite him.
Plus, it hides the fact that we're a real bad 4 man from the other team, shhhhhh.
I'm still waiting for that side torso bill to get paid!
I think PGI just outright removed per-side weight limits. If too many Assaults are queuing then it'll make two groups that are Assault heavy, who cares if that spikes the already high damage even higher.
I have some ammo to pay the bill with.
I swear that they did change the weight limits somewhat since I remember running matches where one side had 4 or more Assaults while mine didn't have any. Maybe it was just pure luck, or those were on Oosik Nights when we ran group queues.
Also, do you run a 4 man when you play? I thought you had a fourth who is not in the Oosiks. With the lowered Unit costs we can now invite a lot of people (I think). I haven't looked but PGI said it is 90% cost reduction.
Yep, we did! He's the 4th person in our lance.
Ok, is he on the forum and want to join the Oosiks?
He is not, which is why I've been hesitant to invite him.
Plus, it hides the fact that we're a real bad 4 man from the other team, shhhhhh.
Okie dokie, well I'm sure that @Nips would agree that any friend of the Oosiks is a honorary Oosik and welcome to join.
In Tier 1 the only coordination comes from groups. You cannot rely on your team to help protect your back, or to hold a firing line. NASCAR is frequent, and map voting supports it no matter how many people complain about it on your team.
If there are groups in your game, it’ll be a Punnett square determining if you’ll be farmed or just along for the ride based on groups’ skill matchup or if they are meming.
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
In Tier 1 the only coordination comes from groups. You cannot rely on your team to help protect your back, or to hold a firing line. NASCAR is frequent, and map voting supports it no matter how many people complain about it on your team.
If there are groups in your game, it’ll be a Punnett square determining if you’ll be farmed or just along for the ride based on groups’ skill matchup or if they are meming.
That seems weird. I'm still curious. Why are the supposedly "higher skilled" tiers full of people who cannot work in a team in a team filled game? The groups are obvious, they got there by being in a group for a while.
And why are the "lower skilled" tiers more able to group up? Seems like the game isn't teaching the "how to work as a team with strangers" skill very well. Or at least isn't measuring it properly when determining tier placement.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
0
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
In Tier 1 the only coordination comes from groups. You cannot rely on your team to help protect your back, or to hold a firing line. NASCAR is frequent, and map voting supports it no matter how many people complain about it on your team.
If there are groups in your game, it’ll be a Punnett square determining if you’ll be farmed or just along for the ride based on groups’ skill matchup or if they are meming.
That seems weird. I'm still curious. Why are the supposedly "higher skilled" tiers full of people who cannot work in a team in a team filled game? The groups are obvious, they got there by being in a group for a while.
And why are the "lower skilled" tiers more able to group up? Seems like the game isn't teaching the "how to work as a team with strangers" skill very well. Or at least isn't measuring it properly when determining tier placement.
This is certainly painting with broad strokes, but generally the people at the higher tiers can totally work in a team. . . when it is their buddies on a discord. Outside of that, maybe not so much.
Lower tiers however tend to be filled with people not exactly out to "win" so much as "have fun". Oddly enough for these types of games they also tend to be more chatty with their teammates and more willing to do what others suggest.
Again, broad strokes and all, but my experience with MWO player base has been pretty damn good. Like, it's literally the only game in which I leave voice chat on. Most everyone has been pretty chill. Then again, the player base is also teeny-tiny and people can't really afford too be turbo dicks to often.
edit- I don't want to sound too negative towards higher tier players. Not my intent. They got there because they and their friends make a really good team. They don't work too well with others outside of that because they only know their friends- their mechs, tactics, strengths, weaknesses.
It's kinda like the Pro Bowl for football. You take some of the best players out there and slap them together in to a team and turns out they don't play super well. But back on their own team they're superstars because they are playing with the people they constantly train and drill with.
Axen on
A Capellan's favorite sheath for any blade is your back.
Again, broad strokes and all, but my experience with MWO player base has been pretty damn good. Like, it's literally the only game in which I leave voice chat on. Most everyone has been pretty chill. Then again, the player base is also teeny-tiny and people can't really afford too be turbo dicks to often.
Came across my first really toxic person in MWO a few days ago. Guy just berating a spider pilot the whole time we watched the last flea on our team try and pack away at 6+ enemies, doing a very admirable job. Actually waited until the end of the match because I wanted to see who did better, the harasser or harassee. The toxic guy was in a Mad Cat MKII and got out-damaged by the spider. He quit about .2s after the end screen and everyone on our team still watching just laughed
I'm hoping streaming MWO gets me to stick with playing it again. Because my attempts the last few days to play the game have been so shit. I'm very over it in some ways, again. Yesterday I ran into the "12-0" problems.
Can anyone remember what their reasoning behind switching from 8v8 to 12v12 was? Was it because Bigger Is Better Look It Will Result In More Individual Fights! and instead it just means the side that can herd all their cats to shoot at the same mouse wins due to the sheer damage output and the snowball effect even being 1 mech down can have?
It's because in the tabletop the original two main unit sizes are 4 and 12.
Innersphere uses Lances based on 4's. Clans use Stars based on 5's.
Edit - In the lore that is.
What Tox is referring to is lances and companies (4 mechs in a lance, 3 lances in a company). Clans are a whole different kettle of fish, with 5 mech stars grouped into binaries (two stars, usually all one unit type) or trinaries (3 stars, often a mix of unit types). Clans also have specialty units called novas (a mixed binary of mechs and infantry that functions as a single star) and supernovas (a binary or trinary of novas).
Damn no wonder they won they brought an extra mech to every fight!
IIRC Clan warriors typically fought against IS forces one size up, so stars/novas vs companies, binaries/trinaries/supernovas vs battalions, clusters vs regiments, galaxies vs brigades.
In Tier 1 the only coordination comes from groups. You cannot rely on your team to help protect your back, or to hold a firing line. NASCAR is frequent, and map voting supports it no matter how many people complain about it on your team.
If there are groups in your game, it’ll be a Punnett square determining if you’ll be farmed or just along for the ride based on groups’ skill matchup or if they are meming.
That seems weird. I'm still curious. Why are the supposedly "higher skilled" tiers full of people who cannot work in a team in a team filled game? The groups are obvious, they got there by being in a group for a while.
And why are the "lower skilled" tiers more able to group up? Seems like the game isn't teaching the "how to work as a team with strangers" skill very well. Or at least isn't measuring it properly when determining tier placement.
This is certainly painting with broad strokes, but generally the people at the higher tiers can totally work in a team. . . when it is their buddies on a discord. Outside of that, maybe not so much.
Lower tiers however tend to be filled with people not exactly out to "win" so much as "have fun". Oddly enough for these types of games they also tend to be more chatty with their teammates and more willing to do what others suggest.
Again, broad strokes and all, but my experience with MWO player base has been pretty damn good. Like, it's literally the only game in which I leave voice chat on. Most everyone has been pretty chill. Then again, the player base is also teeny-tiny and people can't really afford too be turbo dicks to often.
edit- I don't want to sound too negative towards higher tier players. Not my intent. They got there because they and their friends make a really good team. They don't work too well with others outside of that because they only know their friends- their mechs, tactics, strengths, weaknesses.
It's kinda like the Pro Bowl for football. You take some of the best players out there and slap them together in to a team and turns out they don't play super well. But back on their own team they're superstars because they are playing with the people they constantly train and drill with.
Pretty much this. The guys who are the 99% level on Jarl's aren't pug wrangling, and honestly it's because they've learned you can't wrangle pugs.
And these are guys who call Faction and Comp drops. I've watched callers who have lead 48-4 Faction drop wins, and doing 3k damage themselves, just not even try when they play QP. They know that the pugs aren't going to listen, so they just use them as pug armor.
+1
OrcaAlso known as EspressosaurusWrexRegistered Userregular
I'm hoping streaming MWO gets me to stick with playing it again. Because my attempts the last few days to play the game have been so shit. I'm very over it in some ways, again. Yesterday I ran into the "12-0" problems.
Can anyone remember what their reasoning behind switching from 8v8 to 12v12 was? Was it because Bigger Is Better Look It Will Result In More Individual Fights! and instead it just means the side that can herd all their cats to shoot at the same mouse wins due to the sheer damage output and the snowball effect even being 1 mech down can have?
It's because in the tabletop the original two main unit sizes are 4 and 12.
Innersphere uses Lances based on 4's. Clans use Stars based on 5's.
Edit - In the lore that is.
What Tox is referring to is lances and companies (4 mechs in a lance, 3 lances in a company). Clans are a whole different kettle of fish, with 5 mech stars grouped into binaries (two stars, usually all one unit type) or trinaries (3 stars, often a mix of unit types). Clans also have specialty units called novas (a mixed binary of mechs and infantry that functions as a single star) and supernovas (a binary or trinary of novas).
Damn no wonder they won they brought an extra mech to every fight!
IIRC Clan warriors typically fought against IS forces one size up, so stars/novas vs companies, binaries/trinaries/supernovas vs battalions, clusters vs regiments, galaxies vs brigades.
I'm hoping streaming MWO gets me to stick with playing it again. Because my attempts the last few days to play the game have been so shit. I'm very over it in some ways, again. Yesterday I ran into the "12-0" problems.
Can anyone remember what their reasoning behind switching from 8v8 to 12v12 was? Was it because Bigger Is Better Look It Will Result In More Individual Fights! and instead it just means the side that can herd all their cats to shoot at the same mouse wins due to the sheer damage output and the snowball effect even being 1 mech down can have?
It's because in the tabletop the original two main unit sizes are 4 and 12.
Innersphere uses Lances based on 4's. Clans use Stars based on 5's.
Edit - In the lore that is.
What Tox is referring to is lances and companies (4 mechs in a lance, 3 lances in a company). Clans are a whole different kettle of fish, with 5 mech stars grouped into binaries (two stars, usually all one unit type) or trinaries (3 stars, often a mix of unit types). Clans also have specialty units called novas (a mixed binary of mechs and infantry that functions as a single star) and supernovas (a binary or trinary of novas).
Damn no wonder they won they brought an extra mech to every fight!
IIRC Clan warriors typically fought against IS forces one size up, so stars/novas vs companies, binaries/trinaries/supernovas vs battalions, clusters vs regiments, galaxies vs brigades.
So you mean your average Battletech fight
In fairness, they're running stock builds. The poor bastards.
Hats off for the many many ammo in CT npc pilots out there. May they RIP.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
+5
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
During my last MWO stream we got into a discussion about stock loadouts. I kinda like trying to honor them in spirit rather than do entire reconfigs. Obviously no stupid shit like the aforementioned "ammo in your central torso, WHAT COULD GO WRONG"
Posts
Oooh, and you were on the winning side too!
I laugh at his comment that the RAC5s are good since you never overheat. That is because he's hiding in or behind the blob for the most part. I've run that same build and have it go 50/50. Sometimes you can do what he did and other times you get focus fired by a UAC Clanner since they just laugh at the little 5s.
Steam: betsuni7
I mean, he also spent about half the game waiting out jams
Also, personally, I'm not fond of RACs when it comes to targets moving between cover, in places like Solaris or the top of Grim unless you have a UAV up in the sky you won't be able to spin up and fire effectively before they disappear behind the next wall. I also found trying to shoot lights on Mining especially difficult, where a 2xUAC10s just requires a good snapshot to leg them.
Yeah, part of that was also him shooting a tree.
Same here, I went back to my original SRM builds for the alpha damage. Don't get me wrong, it was sort of fun acting like a portable turret next to bigger (scarier) targets like that guy did. It is just boring and painful once you get spotted and cored. Although I have to admit running it as a 3RAC2 build was hilarious for a while (just way too slow). I had so much fun laughing at the build that I bought a Shadow Hawk for the build.
Steam: betsuni7
The Shadow Hawk works really well for it because the RACs are right next to the cockpit so you can just barely hill peek and fire with tiny hit box to shoot back at.
Marauders and Bushwhackers work if you just move back and forth (side to side for the opponent) which combined with their narrow profiles, makes keeping fire to one component difficult at best.
Any other mech needs to combine it with additional (preferably cool) weapons to amplify the DPS (see also the Annie and Mauler with 3xRAC/2 backed up with 3xAC/2).
My Light Engine Catapult was hilarious running twin RAC5s... Probably because it is the size of a Jenner and has the armor to face tank with fellow Lights and Mediums.
Stay there. Trust me, it is the land of fun where you can run really dumb builds such as a MRM Commando and still have fun. Oh wait, I still do that at Tier 1 (ok, so I'm now Tier 3 thanks to the reset).
Steam: betsuni7
He’s doing it by almost exclusively piloting Spiders.
O_o Spiders? Now THAT is a challenge.
Steam: betsuni7
Best way to do it. It was my money maker long ago, taught me how to pilot Lights, got lots of matches in, AND made me learn ECM tactics. Sadly even though the drop percentages show a higher chance of getting in as a Light I don't think it works anymore with the way PGI does drops (and lower number of players). At least I didn't see getting into matches faster when I was piloting my Piranha/Kit Fox/Urbie/Commando this past weekend versus running any other weight class. Although I did notice that when I did run my Piranha I got matched up with you guys. >_>
Steam: betsuni7
I think PGI just outright removed per-side weight limits. If too many Assaults are queuing then it'll make two groups that are Assault heavy, who cares if that spikes the already high damage even higher.
I have some ammo to pay the bill with.
I swear that they did change the weight limits somewhat since I remember running matches where one side had 4 or more Assaults while mine didn't have any. Maybe it was just pure luck, or those were on Oosik Nights when we ran group queues.
Also, do you run a 4 man when you play? I thought you had a fourth who is not in the Oosiks. With the lowered Unit costs we can now invite a lot of people (I think). I haven't looked but PGI said it is 90% cost reduction.
Steam: betsuni7
And invite cost is indeed now 10% of what it was.
I like soup queues.
Steam: betsuni7
It’s all fun and games until you get a mushroom farm or get a coordinated rain team
I do that like my mech is a race car (I actually started doing it on my Urbie since I felt like I was always too slow on the trigger finger). Always revving for that split moment where the enemy pops out like a piece of toast.
Steam: betsuni7
but
god the cicada is a piece of shit
Ok, is he on the forum and want to join the Oosiks?
Steam: betsuni7
How come?
Plus, it hides the fact that we're a real bad 4 man from the other team, shhhhhh.
Okie dokie, well I'm sure that @Nips would agree that any friend of the Oosiks is a honorary Oosik and welcome to join.
Steam: betsuni7
In Tier 1 the only coordination comes from groups. You cannot rely on your team to help protect your back, or to hold a firing line. NASCAR is frequent, and map voting supports it no matter how many people complain about it on your team.
If there are groups in your game, it’ll be a Punnett square determining if you’ll be farmed or just along for the ride based on groups’ skill matchup or if they are meming.
Agree, there's no penalty for keeping RACs winding up but not quite firing just yet.
That seems weird. I'm still curious. Why are the supposedly "higher skilled" tiers full of people who cannot work in a team in a team filled game? The groups are obvious, they got there by being in a group for a while.
And why are the "lower skilled" tiers more able to group up? Seems like the game isn't teaching the "how to work as a team with strangers" skill very well. Or at least isn't measuring it properly when determining tier placement.
This is certainly painting with broad strokes, but generally the people at the higher tiers can totally work in a team. . . when it is their buddies on a discord. Outside of that, maybe not so much.
Lower tiers however tend to be filled with people not exactly out to "win" so much as "have fun". Oddly enough for these types of games they also tend to be more chatty with their teammates and more willing to do what others suggest.
Rando Calrissian: "Push G4!"
Marlon Rando: "Uh, alrighty."
Again, broad strokes and all, but my experience with MWO player base has been pretty damn good. Like, it's literally the only game in which I leave voice chat on. Most everyone has been pretty chill. Then again, the player base is also teeny-tiny and people can't really afford too be turbo dicks to often.
edit- I don't want to sound too negative towards higher tier players. Not my intent. They got there because they and their friends make a really good team. They don't work too well with others outside of that because they only know their friends- their mechs, tactics, strengths, weaknesses.
It's kinda like the Pro Bowl for football. You take some of the best players out there and slap them together in to a team and turns out they don't play super well. But back on their own team they're superstars because they are playing with the people they constantly train and drill with.
Came across my first really toxic person in MWO a few days ago. Guy just berating a spider pilot the whole time we watched the last flea on our team try and pack away at 6+ enemies, doing a very admirable job. Actually waited until the end of the match because I wanted to see who did better, the harasser or harassee. The toxic guy was in a Mad Cat MKII and got out-damaged by the spider. He quit about .2s after the end screen and everyone on our team still watching just laughed
What Tox is referring to is lances and companies (4 mechs in a lance, 3 lances in a company). Clans are a whole different kettle of fish, with 5 mech stars grouped into binaries (two stars, usually all one unit type) or trinaries (3 stars, often a mix of unit types). Clans also have specialty units called novas (a mixed binary of mechs and infantry that functions as a single star) and supernovas (a binary or trinary of novas).
IIRC Clan warriors typically fought against IS forces one size up, so stars/novas vs companies, binaries/trinaries/supernovas vs battalions, clusters vs regiments, galaxies vs brigades.
Pretty much this. The guys who are the 99% level on Jarl's aren't pug wrangling, and honestly it's because they've learned you can't wrangle pugs.
And these are guys who call Faction and Comp drops. I've watched callers who have lead 48-4 Faction drop wins, and doing 3k damage themselves, just not even try when they play QP. They know that the pugs aren't going to listen, so they just use them as pug armor.
So you mean your average Battletech fight
As for MWO specifically, the Clan invasion didn't hit until two years after Open Beta.
So again "original"
In fairness, they're running stock builds. The poor bastards.
Hats off for the many many ammo in CT npc pilots out there. May they RIP.