Jump to content

How will you defend the (BASE RUSH)?


57 replies to this topic

#1 Yoseful Mallad

    Member

  • Legendary Founder
  • 2769 posts
  • LocationMichigan

Posted 13 May 2012 - 06:18 PM

Having the ability to capture and or take out the enemies base is always one of those game mechanics that can push a lot of people away from a game such as this.

What I mean is (I have said this a few times now) but I used to play Chrome Hounds on XBox 360 and while I played primarily a light scout mech build in that game... after a while, the game became EVERYONE buiding light fast designs just to base rush the other team's base. It really became a bit of an annoyance after a while. Those that wanted to play as a mixed unit with different roles lost most of the time because the other team with nothing but fast lights, could skirt the edge of the map, and come around on your base and take it out very quickly. I hope that something will be done to make sure this game does not turn into just base rushing.

So... how will you handle such an issue if this should happen?

Edited by Yoseful Mallad, 13 May 2012 - 06:19 PM.


#2 Zylo

    Member

  • Legendary Founder
  • 1656 posts
  • Locationhellsponies.net

Posted 13 May 2012 - 06:28 PM

If the capture mechanics work anything like WoT it will be suicide if defending is done by applying damage to reset the cap timer. Considering a scout would only need to light up the enemies trying to cap they would probably be easy targets running around the cap area while the defenders come running back firing LRMs and other weapons to continue resetting the timer until they can get close enough to finish off the attackers.

I suspect this is how cap mechics will work but this is of course just a guess at this point based on the WoT model as I think it would be applied to MWO.

#3 Ramien

    Member

  • Legendary Founder
  • 706 posts
  • LocationToledo

Posted 13 May 2012 - 06:29 PM

That's what scouts are for.

One or two light scouts with as many radar-enhancing mods as possible advance on disparate paths while the heavy hitters stay back initially. If signs point towards a base rush with light mechs, the heavy mechs have advance warning and hopfully some indirect fire solutions and the rushers run into a wall of LRMs and other heavy ordnance. If there's a conventional force incoming, then the heavies move out to meet them in open combat.

#4 StandingCow

    Member

  • Legendary Founder
  • 2661 posts
  • LocationUSA NJ

Posted 13 May 2012 - 06:31 PM

Leaving a heavy behind to guard would probably keep the cappers back.

#5 Insidious Johnson

    Member

  • Legendary Founder
  • 2359 posts
  • Location"This is Johnson, I'm cored"

Posted 13 May 2012 - 06:32 PM

change your tech from zerg to basalisk.

#6 Yoseful Mallad

    Member

  • Legendary Founder
  • 2769 posts
  • LocationMichigan

Posted 13 May 2012 - 06:35 PM

View PostZylo, on 13 May 2012 - 06:28 PM, said:

If the capture mechanics work anything like WoT it will be suicide if defending is done by applying damage to reset the cap timer. Considering a scout would only need to light up the enemies trying to cap they would probably be easy targets running around the cap area while the defenders come running back firing LRMs and other weapons to continue resetting the timer until they can get close enough to finish off the attackers.

I suspect this is how cap mechics will work but this is of course just a guess at this point based on the WoT model as I think it would be applied to MWO.
I sure hope you are right

View PostStandingCow, on 13 May 2012 - 06:31 PM, said:

Leaving a heavy behind to guard would probably keep the cappers back.
true but you may need that Heavy for the main fighting. I for one, cant wait to play the full company battles where you have 3 Lances vs 3 Lances (12 on 12)

#7 Arbhall Sommers

    Member

  • Members
  • PipPip
  • 126 posts
  • LocationWarmed up and mission ready.

Posted 13 May 2012 - 06:36 PM

Depends on the terrain. If the base is defensible, defend it with the best units possible. If its not defensible, leave it behind and try for your own base rush. Really is situational. In some cases a wide open expanse around a base might make for a great location for a mech with long range weapons. But a poor location for one armed with short range.
But ideally something with some hard cover would be my preference, and then controlling a choke point to the base would be a game winner.

#8 Zakatak

    Member

  • Elite Founder
  • 1649 posts
  • LocationCanadastan

Posted 13 May 2012 - 06:36 PM

If I were setting up teams...

Defense Lance
2x Atlas (big bruisers)
1x Awesome (no ammo problems)
1x Cicada (border patrol)

Support Lance
3x Catapult (fire support)
1x Raven (target designator)

Attack Lance
Dragon
Centurion
Jenner
Hunchback

#9 Sporkosophy

    Member

  • Elite Founder
  • 845 posts
  • LocationFlorida

Posted 13 May 2012 - 06:38 PM

If you need your defense to be on offense to the point where that defense doesn't exist, your team is terrible, game over.

#10 rafgod

    Member

  • Elite Founder
  • 117 posts

Posted 13 May 2012 - 06:39 PM

easy enough to design the maps in a way that there aren't as many edges to skirt. There will always be choke points.

#11 Kanatta Jing

    Member

  • Elite Founder
  • 621 posts

Posted 13 May 2012 - 07:03 PM

Actually, Awesome/Centurion/Dragon/Any light mech, can stand on the base to defend it and engage only for the sweep up.

If they don't encounter any combat till it is time to advance then they get the benefit of slaughtering damaged mechs when they have full armor and ammo.

Otherwise they can use their fancy arm mounted snipping guns to pick of light mechs as they approach.

#12 Arikiel

    Member

  • Members
  • PipPip
  • 220 posts

Posted 13 May 2012 - 07:49 PM

It's been years since I've played but I suddenly find myself having flashbacks of Alterac Valley. :(

#13 omega5 9er

    Member

  • Elite Founder
  • 347 posts
  • LocationOutreach

Posted 13 May 2012 - 07:52 PM

Be a smart mechwarrior, and set in the back. :lol:
While my allies are dogfightin', I'm taking precise pot shots.(This is a normal PUG game, not a preset battle.)

#14 Monky

    Member

  • Legendary Founder
  • 2265 posts
  • LocationHypothetical Warrior

Posted 13 May 2012 - 08:37 PM

I AM A BAD ENOUGH DUDE TO DEFEND THE BASE RUSH

#15 oswin aurelius

    Member

  • Members
  • PipPip
  • 789 posts
  • Facebook: Link
  • LocationEquestria

Posted 13 May 2012 - 08:49 PM

Just Saiyan, if you play the game with a decent amount of skill (along with like-minded teammates), a base rush will probably always be beaten. However, if your team decided to take a bunch of slow, lumbering assault mechs and no one stayed behind, then shame on you for leaving you base so open for light mechs to literally just walk around you.

Personally, I despise player that just want to win. I want to have fun. Sure, I want to win if I can, but I'm not going to be a complete *** about it and use tactics that aren't even fun to fight against.

#16 Magnificent Bastard

    Member

  • Legendary Founder
  • 526 posts
  • LocationInner Sphere

Posted 13 May 2012 - 08:56 PM

[Enemy Unit] used Base Rush!
You used Base Defend!
It's super effective!

In all seriousness... this is why you train your lances to be adaptable. Sure, certain people will fall under the default role of "attacker" or "defender" but everyone needs to be ready to size up the situation and react appropriately. Units that can do this will find themselves winning consistently and will have no fear of cheese tactics like Light Mech Base Rush.

#17 Volthorne

    Member

  • Elite Founder
  • 1472 posts
  • LocationCalgary, Canadia

Posted 13 May 2012 - 08:58 PM

View PostOswin Aurelius, on 13 May 2012 - 08:49 PM, said:

Just Saiyan, -snip-

I see what you did there.

#18 oswin aurelius

    Member

  • Members
  • PipPip
  • 789 posts
  • Facebook: Link
  • LocationEquestria

Posted 13 May 2012 - 09:18 PM

View PostVolthorne, on 13 May 2012 - 08:58 PM, said:

I see what you did there.

Posted Image

#19 JazzySteel

    Member

  • Elite Founder
  • 304 posts
  • Facebook: Link
  • Locationthe crater that used to be Black Mesa, dipping the last Oreo into the last glass of milk.

Posted 13 May 2012 - 09:38 PM

Agreed, the lance me and my friends up together has one scout Jenner, one Brawler Hunchback, and a modified Catap for support. My own mech is a modified centurion for long range. The idea being that I snipe from the second line with the support mech, have adaptable enough weapons to defend said support mech, and am fast enough to beat it back to base from the second line and hold the fort till help arrives.

A well rounded and adaptable force, without using a single Assault mech.

#20 Vollstrecker

    Member

  • Legendary Founder
  • 303 posts
  • LocationSan Diego, CA

Posted 13 May 2012 - 09:57 PM

If you've got a problem with scouts rushing your base, I'd ask why you don't have anyone guarding it. An assault 'mech will blow holes through a scout with every salvo.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users