View Full Version : Stop camping the MCP unless you are an Engineer!
GreasyDogMeat
04-01-2008, 04:03 PM
I've noticed that a lot of people like to jump in the MCP and just sit there, waiting for an engineer to repair the MCP for them. Any class that does nothing but camp in the MCP for 5-10 minutes is not helping their team. A soldier who sits and waits could be destroying turrets and vehicles with a rocket, a medic could be helping the engies stay healthy as they repair etc., etc.
A tactic I like to use as an engineer, is to repair a bit, then if Strogg heat starts coming down on me I jump in the MCP and wait for them to leave or get distracted by team mates. Then I'll leap out and repair a bit more, move it up if it reaches repaired state, rinse and repeat. Unfortunatly, a problem I've often had is some useless jerk camping the MCP who is not a fellow engineer.
I remember playing a few weeks ago. Some bozo soldier sits in the MCP and complains about engineers not repairing the MCP. Well, of course I couldn't repair it cause he wouldn't get off his bum, exit the MCP and fire a few rockets to help out.
Do non-engineers who MCP camp feel this is some sort of helpful strategy or are they just XP/Objective whores trying to up their stats at the expense of an extra man doing nothing for the team?
Also, I want to point out I have no problem with other classes using the MCP for cover. For instance, once as a Field Ops, with no engies around I jumped in the MCP. I would pop out to drop an airstrike marker then leap back inside. However, if an engineer came along I would immediatly exit, even if it meant my death, so I could allow them to repair/hide.
When I play as Strogg, I love seeing these non-engineer campers. It means its easier for me to circle the MCP and gun down Engineers as they cant pop back in the MCP. It also means there is one less soldier, med, f-ops or cov ops to deal with.
lakersforce
04-01-2008, 04:31 PM
Nice rant! (in a good way)
Kalbuth
04-01-2008, 04:51 PM
Medic getting in MCP can help, they hop out for reviving engies, and back in :)
walkmann
04-01-2008, 05:00 PM
what most people camping the MCP don't realize is that they can take out most of the stuff around by switching to the MG - and back to driver when shot at. non-engie idiots who just sit there camping could at least clear out turrets using the MG when nobody's shooting at them (and indeed, with no enemy around). instead, they just sit there and wait to make those 10 XP points. phew.
--
Borat to make leader of U.S. and A.
nick_ss
04-02-2008, 01:15 AM
You have to watch out people camping the minigun spot on disabled MCP. Sure the minigun on the top is really powerful, you can probably disable 2 AVTs in one go. But, you may also get a nasty pop of a railgun to your head and it can happen pretty quickly.
Tsuyoi_v2
04-02-2008, 05:56 AM
Covert Ops> EMP Nade all turrets + Third Eye = 3 dead turrets. Pop in for cover, pewpew out of the minigun. Pop out, third eye. Rinse, lather, repeat.
Cr4shOverride
04-02-2008, 07:38 AM
Had this happen to my team last night, first time I ever used team voip to tell someone off.
I forgot the guys name but he was a field ops and stayed in there the entire time. I told him to get out the mcp, throw his vampire on the 2 avt's next to it and F off out of the way. His reply was "I can't they got me pinned". Kind of a poor excuse as he pretty much stayed in there to get the xp for deploying it. Needless to say the job took twice as long and even though we still achieved all but the final obejective in 10-15 mins we lost precious minutes due to our 2-3 engineers being raped.
Personally if i'm not an engineer I only ever use the mcp as quick cover from a violator if it's not being repaired of course and then to use the MG. When I am playing Engineer i'll more or less do the same but of course jump out and repair as soon as possible and not wait 10 mins for every threat to be cleared. I've seen some engineers just wait inside until their fellow engi's get the job done for them.
Don Zardeone
04-02-2008, 06:28 PM
Tell all this to all the engineers who go nuts because there isn't anyone to ride in the MPC.
I'd rather have a guy camping and driving it than a guy just camping it. I lost a few games on outskirts because some weirdo wanted to use the MG and use the MCP as a big tank.
If the enemy team has 12 turrets then you'll want that guy in the MCP so you can strafejumprepairdie to make the thing move forward a few centimeters.
FlyDog
04-02-2008, 10:13 PM
If my son and I are playing together he will go medic or field-ops and drive. I will be engineer and repair and run behind so we can advance as fast as possible. As field ops he can jump out and throw a vampire, or as medic he can keep reviving me. He also knows to jump in the MG to help clear out. He will also use 3rd person to tell me what side is safe to repair from.
I don't mind if someone camps - as long as they know how to drive/decoy/fire as I dodge and repair. And if they can tell me (while in 3rd person) what side seems safest to repair from.
Porkins_6
04-02-2008, 10:47 PM
If my son and I are playing together he will go medic or field-ops and drive. I will be engineer and repair and run behind so we can advance as fast as possible. As field ops he can jump out and throw a vampire, or as medic he can keep reviving me. He also knows to jump in the MG to help clear out. He will also use 3rd person to tell me what side is safe to repair from.
I don't mind if someone camps - as long as they know how to drive/decoy/fire as I dodge and repair. And if they can tell me (while in 3rd person) what side seems safest to repair from.
In other words (and I agree):
I don't mind if someone camps, as long as they do something useful...and therefore are not camping.
what most people camping the MCP don't realize is that they can take out most of the stuff around by switching to the MG - and back to driver when shot at. non-engie idiots who just sit there camping could at least clear out turrets using the MG when nobody's shooting at them (and indeed, with no enemy around). instead, they just sit there and wait to make those 10 XP points. phew.
--
Borat to make leader of U.S. and A.
Not entirely. I and others have a habit of waiting for them to pop out to man the vulcan and then nuke them. Mowing down a few strogg running past you is one thing, taking on a desecrator/hog/tormentor with an accurate gunner is stupid. If you're going to defend the MCP, get out and fight unless you're out of ammo.
LighT_Sh4v0r
04-03-2008, 04:51 PM
Just make it so that you can hit people through the window.
The_Happy_Friar
04-03-2008, 07:13 PM
as a mainly strogg engy player, PLEASE keep the GDF engy's @ the MCP. Odds are I've got a APT in the front, a mine on each side & back, a grenade launcher & have a nice hiding spot. I'm not worried about the other classes, they can't complete the objective of repairing. They're a "secondary" target, like if there's a guy with soldier & a medic next to each other, you take down the medic.
IMHO, it should be a non-engy in there anyway. they can't repair & a group of engy's = spam kills (GRENADE! GRENADE! GRENADE! MINE! MINE! MINE!). 99% of the time nobody even notices mines I put on the ground behind the MCP. You should only have 1, maybe 2 engy's assigned to the MCP, and both always outside. It doesn't really matter if the guy inside hops out & kills me AFTER I take out the engy's as, again, odds are I'll be back there @ the same time as the engy's are.
so, in conclusion, doesn't really matter who's in there as long as soemone's fixing it. Plus, the engy's a better turret killer then everyone but the rocket soldier & hacker. the 'nade launcher can disable them very quickly.
SebaSOFT
04-03-2008, 09:13 PM
SD guy s, again, why camping int the MCP is a good strategy? I mean, why just go back to eject seat when broken?
Chrisjon
04-03-2008, 10:40 PM
Well this doesnt realy beling in Strategies section of the fourms it should belong in the common scense secction if there was one this is pretty simple people dont camp in the MCP period unless you are a Engineer and if you are a Engineer jump out and repair when it is safe.
Strzelecjb
04-03-2008, 11:17 PM
SD guy s, again, why camping int the MCP is a good strategy? I mean, why just go back to eject seat when broken?
I agree, It's not even a challenge to drive the MCP to the outpost, when You can hide inside while it is broken. Since 1.4 patch I haven't seen a team that would fail that objective.
nick_ss
04-04-2008, 10:49 AM
Well, Pre 1.4, MCP driving use to be a headache for me. Often you will find more than 10 minutes will be spend on the MCP stage, especially on a level like slip gate, which is very hard to win unless you have a good team.
Now, MCP driving is relative easy, it is kinda good thing, cause you don't want spend all day fixing the MCP.
pierrat
04-07-2008, 08:05 AM
Well often times these people are new and they dont know any better so I try to inform them of the situation. If at that point they dont listen then I have all the proof I need that this person is a bonafide moron and no longer requires my assistance in anyway. As its likely whatever they do even beyond that is probably useless.
Another problem with crappy MCP drivers is when its safe to repair, ill repair it till it can move and OFF they go when a single bullet will make it disabled. Of course then it will be quickly covered in turrets, desi's, violaters, etc. Whereas if they waited the extra 5 seconds, the MCP could make it close to if not all the way to the OBJ.
NIDCLXVI
04-07-2008, 08:20 AM
I still think a nice solution to give balance all round and stop this silly "I want the MCP objective" mentality... is if the MCP I so well defended against by the strogg that an aggressor manages to plant a plasma charge, it should DESTROY the MCP and make them do it all again.
If they can't stop that, then the GDF need to be consumed by the Makron anyway!
:dance:
pierrat
04-07-2008, 11:18 AM
I still think a nice solution to give balance all round and stop this silly "I want the MCP objective" mentality... is if the MCP I so well defended against by the strogg that an aggressor manages to plant a plasma charge, it should DESTROY the MCP and make them do it all again.
If they can't stop that, then the GDF need to be consumed by the Makron anyway!
:dance:
What you propose is not only is it destroyed but it then has to start all over?
Even now it takes probably half the map time to make the mcp complete the objective with relatively equal skill teams. With your suggestion, it is absolutely no problem to stop the mcp, kill everyone around it and plant a charge.
Isnt that what happens on most maps with the mcp? It gets stalled, swarmed by enemies who can run around it at will. Now all they have to do is plant a charge with 0 difficulty and it gets sent back to the beginning.
Thats what you call balance? wow.....how anyone could come to that conclusion is beyond me.
Kalbuth
04-07-2008, 01:27 PM
otoh, having a driver constantly in the MCP helps a lot in lemming styles run, with engies in the back repairing whatever happens to the MCP.
Too often have I seen MCP repaired immediatly torn apart because no GDF had jumped in in time to drive it before being disabled. That's what happens when you rely only on the engineer driver of the MCP.
So all in all, I don't really mind of the class being MCP driver, unless said class is really needed at that particular time and the guy stays inside.
No general rule, imho.
Brandmon
04-08-2008, 12:13 AM
What is more useless then a Covert Ops camping the WHOLE round in an MCP? Staying at the same place. With no radar deployed. And engineers failing miserably to repair it. One could at least use the Chain Gun on the top of the vehicle.
SpenceUK
04-18-2008, 12:37 PM
As an engie I quite often sit in the MCP, calling out targets and stuff, waiting for the vampires before I can get out and fix it...I think it's a useful little service when you can't get your pliers out cos the desecrator is "looking at you"
Knight-Dreamer
04-18-2008, 08:06 PM
I agree that it can be annoying, but at the same time...if you can't adapt to your teams style of play, then you're the one really holding up the line. many times i have seen that an engie repairs the MCP and no on is in the seat and before the engie gets in to move it, its already disabled again. leave them in there...as long as they are moving the mcp while i repair it i don't really care who is in it. as for hiding and repairing...you're going to die...face the fact...you're going to die....deal with it...at least with someone in the driver's seat, it'll move fwd more than repairing, jumping in and then moving...
SpenceUK
04-19-2008, 01:43 AM
I agree that it can be annoying, but at the same time...if you can't adapt to your teams style of play, then you're the one really holding up the line. many times i have seen that an engie repairs the MCP and no on is in the seat and before the engie gets in to move it, its already disabled again. leave them in there...as long as they are moving the mcp while i repair it i don't really care who is in it. as for hiding and repairing...you're going to die...face the fact...you're going to die....deal with it...at least with someone in the driver's seat, it'll move fwd more than repairing, jumping in and then moving...
spot on there
b0rok
04-19-2008, 05:31 AM
simple.
Engineers should be able to push any other class out(that isnt engineer) from the driver seat, and take the driver spot. Maybe they can be forced to minigun spot.
This is annoying, and it has a simple fix ^