Faction Warfare Is Trash
#1
Posted 17 September 2015 - 11:20 AM
You have an even number of clan mechs vs the same number and tonnage of inner sphere mechs
If your inner sphere and attacking good luck winning with a team of random people.
Because not only are you fighting mechs with longer range weapons that do more damage, so meaning that you get worn down before your even in firing range. Then you have turrets everywhere inside the base.
Even as a clan attacking force your hard pressed to be able to win when your bottle necked so tight. Just a perfect killzone.
If I ever saw this setup in a total war game I'd pull back my forces and pillage surrounding country or try to starve them out, because there's no way I'd be able to take a castle by storming just the front gates without enough bodies to be able to win by weight of numbers
#2
Posted 17 September 2015 - 12:04 PM
bla bla blaaaa
and if you are a Clanner you get a stomp from 12 Thunderbolts and Dragons with Ultra quircks and has also no Chance.
If you has no unit, dont play CW
its the first and only Rule.
a longrange fight is always won by IS. They have the better and higher Hardpoints and the same reach with the quirks. With more wps and cooler Systems the 400-600m Distance is Gold for the IS.
getting ****** with pugs and complain about cw is cool. The CW Modus isnt for pugs. and if you dont know to play with a IS Mech or to build a IS Mech........ its only your Problem.
Edited by Memnon Valerius Thrax, 17 September 2015 - 12:16 PM.
#3
Posted 18 September 2015 - 07:11 AM
I hope the great rebalance helps this.
#4
Posted 18 September 2015 - 07:18 AM
#5
Posted 18 September 2015 - 07:23 AM
#6
Posted 21 September 2015 - 03:51 AM
#7
Posted 21 September 2015 - 04:44 AM
Voro117, on 17 September 2015 - 11:20 AM, said:
You have an even number of clan mechs vs the same number and tonnage of inner sphere mechs
If your inner sphere and attacking good luck winning with a team of random people.
Because not only are you fighting mechs with longer range weapons that do more damage, so meaning that you get worn down before your even in firing range. Then you have turrets everywhere inside the base.
Even as a clan attacking force your hard pressed to be able to win when your bottle necked so tight. Just a perfect killzone.
If I ever saw this setup in a total war game I'd pull back my forces and pillage surrounding country or try to starve them out, because there's no way I'd be able to take a castle by storming just the front gates without enough bodies to be able to win by weight of numbers
Translation:
#8
Posted 25 September 2015 - 09:20 PM
#9
Posted 25 September 2015 - 09:31 PM
Teamwork op, pls nerf
#10
Posted 25 September 2015 - 09:43 PM
the game mode is utter garbage because it is boring and totally lame;
really? you want to drive long hallways into chokepoints where the enemy team is waiting with a firing line?
so you can shoot some random nondescript thing?
no capture the flag? no imaginative maps? no more than 3 routes of attack??
is this a joke? yes it is; but we're expected to take it 100% seriously
whoever came up with the idea to copy league of legends maps into MWO should get an X ray - or check for lumps
#11
Posted 25 September 2015 - 10:30 PM
Memnon Valerius Thrax, on 17 September 2015 - 12:04 PM, said:
bla bla blaaaa
and if you are a Clanner you get a stomp from 12 Thunderbolts and Dragons with Ultra quircks and has also no Chance.
If you has no unit, dont play CW
its the first and only Rule.
a longrange fight is always won by IS. They have the better and higher Hardpoints and the same reach with the quirks. With more wps and cooler Systems the 400-600m Distance is Gold for the IS.
getting ****** with pugs and complain about cw is cool. The CW Modus isnt for pugs. and if you dont know to play with a IS Mech or to build a IS Mech........ its only your Problem.
Most of your post is fine. Except for that silly, and almost completely wrong bit about IS winning the long range fight.
#12
Posted 25 September 2015 - 11:45 PM
#13
Posted 26 September 2015 - 11:07 AM
WolfLord68, on 25 September 2015 - 11:45 PM, said:
Unless there is an event going on how often are you guys seeing pugs? I am always in some type of organised team. When I see two organised teams with equal skill live it all depends on the map and mode.
#14
Posted 26 September 2015 - 08:51 PM
48 to 21/ 48 to 17/ 48 to 25
#15
Posted 26 September 2015 - 09:09 PM
GeneralKota307, on 26 September 2015 - 08:51 PM, said:
48 to 21/ 48 to 17/ 48 to 25
Pretty good for Marik, I know from experience that your leaders are loud, but not necessarily great strategists, I see that mercs are on your side now, that is good at least.
#16
Posted 26 September 2015 - 09:12 PM
IraqiWalker, on 25 September 2015 - 10:30 PM, said:
IS does have the advantage being able to fire 3 LL without ghost heat. Have you faced a Stalker / TBolt LL sniping team? Or the Kurita Firestarter swarm in clan mechs?
#17
Posted 26 September 2015 - 09:28 PM
#19
Posted 26 September 2015 - 11:18 PM
Ed Steele, on 26 September 2015 - 09:12 PM, said:
IS does have the advantage being able to fire 3 LL without ghost heat. Have you faced a Stalker / TBolt LL sniping team? Or the Kurita Firestarter swarm in clan mechs?
I only play clans in the public queue. So I can't say I have.
Those 3 LLs don't have the range of the C-ERLLs, and EBJs, and TBRs with the high energy mounts can easily match them in count, while out-ranging them, and possibly even out-damaging them. Same with the SCR. So a 12 v 12 LL team on both ends will be somewhat even, with maybe a slight advantage to the clans if they keep it far away, or to the IS, if they can close distance. However, when they close distance that's no longer a long range fight, now is it?
Edited by IraqiWalker, 26 September 2015 - 11:19 PM.
#20
Posted 26 September 2015 - 11:28 PM
IraqiWalker, on 26 September 2015 - 11:18 PM, said:
Those 3 LLs don't have the range of the C-ERLLs, and EBJs, and TBRs with the high energy mounts can easily match them in count, while out-ranging them, and possibly even out-damaging them. Same with the SCR. So a 12 v 12 LL team on both ends will be somewhat even, with maybe a slight advantage to the clans if they keep it far away, or to the IS, if they can close distance. However, when they close distance that's no longer a long range fight, now is it?
Certain IS mechs with +25% energy range quirks can boat ER-LL out to 911m effective range, putting 3ERLL@ 27 damage vs 2 clan ERLL at 22 damage at 844m. Also accounting for burn duration (and burn duration quirks), as well as cooldown quirks and the IS will win the range trade if you bring a proper range deck.
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