A rotation can happen on any map in Quick Play, but some maps will have one almost every game while others will only have one occasionally. The first step to countering a NASCAR (or rotation) is to know which maps will often have one so you can position correctly. Third, when one team starts to push in, the other team will often try to run away, resulting in both teams literally switching sides on the map, as one team pushed into the other's position and the other rotated back to the pushing team's starting location.īecause NASCAR situations require you to either push, retreat, or flank quickly, new players should avoid any mech that moves slower than about 75 kph, as those mechs are often too slow to catch up if you don't predict a rotation. This has the unfortunate side effect of leaving their own slow mechs behind, but because most pilots in Quick Play are very selfish, few players want to help their teammates. By quickly committing to one side, a team has a chance to pick off these slow mechs fast before they can deal big damage. Dire Wolf, Kodiak, Cyclops, Annihilator, etc.). Second, many of the highest firepower mechs in MWO are very slow (ex. This results in a counter-clockwise rotation around the map where both teams are trying to only expose the right side of their mechs. Because both teams want to peek at the other team from their right, both teams seek to take cover to their own right. This favors peeking corners from the right side, as you need to expose less of your mech's surface area to leave cover. This results from a variety of factors.įirst, many mechs in the game have the majority of their weapons on the right side. If you already know, feel free to skip this and the next section.Ī rotation or NASCAR is when both teams chase each other around a central feature of a map. For anyone relatively new to MWO who may not know what a NASCAR or "rotation" (I use them interchangeably) is, you should read this section first.
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