Same rules as my solo queue thread: https://www.mechspecs.com/threads/solo-challenge-brokeback-pug-why-cant-i-quit-you.7838/ Show us your best losses carrying teams! My second ever CW match with a drop-deck badly needing refinement. Sigh.
TBH currently units like 228th seem to be performing better than Lords. Lords just don't have much depth as a pure tournie "elite" team, whereas the highly organised larger units are dominating most matches they're in. Saw some utterly one sided matches this weekend where one team was utterly focused on a single game plan which dictated mechs, roles and tactics. Those teams seemed to perform far better than the generalist teams.
Well I'm just getting 12 mans as my enemy team when I solo queue so... Even though I score over 80 it still doesn't feel worth it till my unit does atleast 8-man.
I figure I'll get to 10 points (1 more game should do it!), then just play for funsies. Been considering picking up a Dragon Mastery Pack and buying a 1N so I can master it and run it, but the Stalker pack and buying a 4N is tempting too. One nice thing about CW is that it has convinced me to buy more IS mechs instead of stocking up on more clantech, at least until I align with a clan at some point in the future.
The actual game mode itself is really fun and since my former unit was clan it is also giving me ideas of IS mechs to buy with CW in mind. I managed to do 3 matches this weekend...
I am pretty surprised with the (lack of) quality on pugs and premades I've dropped with. In regular pug matches, I'm pretty mediocre and usually come in around the middle of the pack, with some infrequent excursions up to the top, and a lot of incredibly crappy games. But so far in CW, I've been Top 3 in every game, whether it is a whole PUG team, or if I'm mixed in with a premade. I don't know if people are just having a really hard time putting together a drop deck (I'm seeing a lot of Trial Stalkers out there) or just don't understand how to hold or attack a point.
I just don't know how people score under 1000 with 4 mechs. One run I got dual gauss head shot right away as I got in position. Last mech I kind of farted around because I was last one Alive. Infact I felt like I screwed around the whole time and I still got like 1100 (crap). Most others like 300-500.... Then again after first Zerg fails people just give up and don't try anymore. Gates dropped and people were literally just standing in hills waving their arms at eachother and chatting. I don't get it. I think with ~4-6 UMAD even we could carry a game.
The problem seems to be solo players seems to be teamed with other solo players, and groups with groups. It would make more sense, balance wise, to team a 8-man with 4 solos instead of a 4-man, and so on, so you don't get teams full of solo players. That being said, I have a different experience than yours : so far I had some great PUG teams, more than bad ones. Somehow it makes me happy. Even though I also felt the individual skill sometime wasn't that great (iirc on solo drops I ended top score of all my teams, except one) players were willing to coordinate and use teamplay. When your team is working together, even though it's mainly made of average players plus two or three good pilots to carry, you can do something. And, win or lose, it's very pleasant. For example, this game. We were 100% solo and the opposite team had a 5-man (and not newbs). Also most of our team finally had low score and that was mostly Daedalos (2100+) and I (3100+) carrying, but I felt the others were trying their best and didn't make stupid things. It's true it looks like the enemy had their own rookies to carry, but it doesn't change the fact our PUG team performed pretty OK. And it was a nice game.
My last game after first push failed people just decided to wait out timer and I saw mechs standing in hills facing eachother wagging arms back and forth. Fun times.
Fact is, the same game with you attacking would probably end very bad. That's why I think the funniest thing would be, PUGs get to def, and 6+ men get to attack or counter attack. Coordinating a good def is very possible, coordinating a good attack is much harder. I played like 15 games, 5 pre challenge and 10 post, I've won very few attacking pug games(and all wins vs pugs), while in def we stomped 2 times a 12 men with my 4 men unit and 8 pugs. Defending is like 10x easier, and it should be, because anyone gets to defend, while the 8+ men are going to attack, the counter attack idea is plain dumb. As about scoring under 1000 yeah, today it bugged me and gave me trial Jenner, FS, Hunchie and Cent, I had memory error 2 times during combat, and I was last in cent that could do nothing, ad still scored 1000+ with 5 kills. Having newbs really hurts the team, other reason why counter attack is just bad designed.
It's true, but I also remember a very nice, and winning, PUG attack. We wouldn't have won if we were facing a group, but still, we did a very good job coordinating ourselves.
Me too, coordination is much better for PUGs in CW. I've won a nice PUG attack too, and still I have the same feeling, we wouldn't have won if we faced a premade. Reason why I think it's very easy to give the PUGs at least the edge of defending ! Also, is counter attack random or what? Because I've defendended like 4 times over 15 games, and all the rest I had to attack even tho I picked defend.
Well this was exciting and at the same time terrible. No one went over 1000+, no one could aim weak spots. A burning loss but, I made them pay with my Jager DD as the tried to push us on the dropship, 8 kills with my dakka rage. Could have been more but in the end they still made it to out dropships and my stalker 4N on secured one more kill and some damage.