What Is This Suicide Push Tactics Seen Every Invasion Game?
#1
Posted 29 March 2015 - 01:19 AM
TL,DR
People foolishly rush for gens, losing a lot more mechs then the defenders. Then they think they got any chances to win when the game is at 21/34 or so.
They key is to push, but simultaneously get more kills and survive longer then the enemy does.
/TL,DR
Every frikken time i'm on invasion attack my team decides to push suicideshly to the generators. Sure it gets the generator done, but in trade we lose ALWAYS more mechs then the defending team. AND it usually goes so that the push gets way too stretched leaving some assault, maybe heavies behind that get later picked out because they cant stand their ground anymore. Reinforcement wont even get to the gates by the time they are dead.
I mean literally WTF! This is so foolish, ******** tactic that I have ever seen in ANY game.
Yes, the key is to get the gens and then the omega and that can't be done without pushing in the enemy side. BUT if you got way less mechs left then the enemy when you open omega, you will NOT win! I have seen that happen EVERY FRIKKEN SINGLE TIME. After the 3 gens are out with that suicide pushing the game situation is about 23/37 or so. And then some fool thinks he can win with that?
The proper way to do it is to push together slow enough to keep everyone along. Push all the way to the "safespots" like C4 B5 or E5 on grim portico or D6 D7 on boreal vault and setup a firing point. Get up a flank so you get more angle on the enemy. Then shoot out for 5 minutes or so to get in kills. After getting an upper hand over kills you can push into the generator on the side your fighting on or just rush a lightmech from the other side of the map while the battle goes on the other side. Then just repeat the progress: gather, slow push, get kills.
Doing it this way gets you upper hand on mechs and that way you can most likely win the game without much more effort then just moving in a blob and sweeping the leftovers. Doing this fastly enough you still get 5-10 minutes on clock when there's not much enemy mechs left and you can just walk in and sweep the gens and the omega.
Base idea is to get the situation to something like 39/30 or 35/20 and you basically own the rest of the game. People need to learn to survive the battle and not foolishly rush into the gens hoping for a quick win, because you will not be able to rush the omega and withstand all the beating they can put up with 29/37 situations. That game is a lost cause.
This suicide rushing tactic is disgusting to look at. Learn to kill and survive and maybe you will get some planets some day.
#2
Posted 29 March 2015 - 01:52 AM
In OLD drops gens don't matter unless something goes terribly wrong. We tend to kill the enemy and take out each gen once we've removed the clanners from the area, when we don't have anything else to shoot at. Often 2 of the 3 gens are still at full health when there are no enemies left.
Edited by Divine Retribution, 29 March 2015 - 01:53 AM.
#3
Posted 29 March 2015 - 02:17 AM
#4
Posted 29 March 2015 - 02:25 AM
#5
Posted 29 March 2015 - 02:31 AM
Suggestion; when someone is taking lead of the drop that I feel is confident, I try to support them. Often this means typing out EVERY ORDER GIVEN. Text is much easier to understand, and some players don't use VOIP. Cover all your bases!
I've been in drops where the commander has given an order to push; the intent was to kill mechs and obtain a favorable fighting position. 3-4 of us thought gens were the priority. 1/3 of the fighting force, minus those that had already been slain means ensured defeat against competent enemies.
However, you say "maybe you'll get some planets one day"....
Didn't we take several planets just within the last few days? I've been in plenty of drops, mostly success. I've only experienced what you are describing twice out of perhaps a dozen games.
Is 1/6 of games including failed suicide rushes too high? Ideally, of course. The goal is always 100 percent success!
However, given I solo'd most of those drops (albeit with the same people most games, repeatedly solo queueing for the same planets. This happens a lot with FRR, people remain ungrouped but fight in multiple consecutive battles together), I feel that 1 out of every 6 games including a failed gen-rush isn't so bad. Indeed, a failed gen-rush does NOT imply a promised loss. Yeah, it's difficult, and morale will likely be low (worst problem, people stop trying), but victory is always able to be snatched from the jaws of defeat.
#6
Posted 29 March 2015 - 03:26 AM
i think sun tzu originally wrote this tactic down the first time...
Edited by Christopher Hamilton, 29 March 2015 - 03:27 AM.
#7
Posted 29 March 2015 - 10:36 AM
While I do respect your personal choice, your desire in that match to pretty much just trade long range blows with the Clans wasn't exactly helping us there. We had a large amount of brawler and shorter ranged mechs in our first drop in Borreal Vault so we tried to push the hills to negate the superiority of the Clans in the poke war.
Now while we did lose that match, it also was because we had our entire team split on what we wanted to do, half stayed back at the gates and traded with the Clans while the other half did the push.
I can understand that while pushing can lose many people, without taking out our objectives, kills are meaningless (as an Attacker) without taking out Omega. We could kill the entire other team and lose anyways without taking our objectives.
tl;dr Objectives > Kills
Keep up the good fight even if our decisions clash.
#8
Posted 29 March 2015 - 11:28 AM
Pugs have been getting a lot better at it, and not shooting the lead guys backs out as well. XD
#9
Posted 30 March 2015 - 01:52 AM
Vin Reho, on 29 March 2015 - 02:25 AM, said:
You can rush for the gens take em out and kill omega in one wave, 12 lights zerg ball. Not an easy thing to defend and truly a boring tactic.
I prefer to save the light for the last ditch effort to kill omega in a close match. Not often do I get to use my light mech.
#10
Posted 30 March 2015 - 04:07 AM
Much more fun to drop with a solid team you trust. You learn how to work together, when to follow and when to lead.
Leave the gens for last or when things get really desperate. Sometimes you get 2 great 12 man vs 12 man battles where it comes down to the wire. You just know getting 48 kills before 30 minutes is not going to happen. So you make the final desperate push, everyone targets omega and its GREAT GAME.
#11
Posted 30 March 2015 - 05:28 AM
Vin Reho, on 29 March 2015 - 01:19 AM, said:
They key is to push, but simultaneously get more kills and survive longer then the enemy does.
Every frikken time i'm on invasion attack my team decides to push suicideshly to the generators. Sure it gets the generator done, but in trade we lose ALWAYS more mechs then the defending team. AND it usually goes so that the push gets way too stretched leaving some assault, maybe heavies behind that get later picked out because they cant stand their ground anymore. Reinforcement wont even get to the gates by the time they are dead.
I mean literally WTF! This is so foolish, ******** tactic that I have ever seen in ANY game.
#12
Posted 31 March 2015 - 01:07 AM
#13
Posted 31 March 2015 - 01:17 AM
If you fail to win, then mostlikely because the rush was not made correctly.
#14
Posted 31 March 2015 - 01:28 AM
Lily from animove, on 31 March 2015 - 01:17 AM, said:
If you fail to win, then mostlikely because the rush was not made correctly.
I find the O-gens and Omega to be very easy to take down once all 48 defending mechs are dead, maybe thats just me.. They dont shoot at you, they are not priority targets unless you are going to run out of time.
#15
Posted 05 April 2015 - 08:51 AM
The other tactic would be have everyone drop light first, take all gens down as an insurance policy, and do what you can for damage on omega. After that, come back going from your heaviest hitter down for farming. Once you're back down to your medium, go for the omega rush as a whole wave. The trick to making any of these work the most effectively is to actually travel in waves. Reinforcing can work if you're holding down an area just inside the gate and the enemy themselves are coming in one by one, but if your team pushes too far forward, your reinforcements will likely show up as the last of the first wave drops, leaving them all alone and soon to get involuntarily spooned by the defenders.
Of course there's the last tactic, which is kind of a meta approach. That is, when you see your first two waves get utterly annihilated, keep the frustration low and play it out to the end. Pay close attention to how the other team is taking your guys out. After that, brush it off and know that you just got out-skilled. Try to remember what you saw, what the enemy was using, and how they deployed it. Group up with those guys if you can, and share your ideas. Spend some time in your mech labs and build to counter what killed you. Learn from it, and allow yourself the flexibility to change for the next match.
Edited by Varangian Blade, 05 April 2015 - 08:59 AM.
#16
Posted 05 April 2015 - 02:53 PM
But those first 3 waves had very deliberately taken out all the generators and all the turrets. The last, also well coordinated, wave was a light rush; under heavy ECM, and the only thing they had to kill to win was OMEGA. They made it look easy. Being way ahead on mech kills did not help us.
I think the lesson is that the better your plan, and your team coordination, the better your chance to win.
YMMV,
Tommy
Edited by Tommy Teas, 05 April 2015 - 02:55 PM.
#17
Posted 28 April 2015 - 09:15 PM
Vin Reho, on 29 March 2015 - 01:19 AM, said:
This suicide rushing tactic is disgusting to look at. Learn to kill and survive and maybe you will get some planets some day.
Maybe you need to take suicide attitude away from that tactic. Recently, I did see fight where one lance was sniping, so that rush went suicidal, because of that one lance.
So learn to kill when rushing.
#19
Posted 29 April 2015 - 02:55 AM
Tata, you have wo the Game.
#20
Posted 30 April 2015 - 03:03 PM
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