How will you defend the (BASE RUSH)?
#21
Posted 13 May 2012 - 10:14 PM
yar the atlas is slow, too slow to be a base rusher, but the perfect chasis to be a defender.
#22
Posted 13 May 2012 - 10:20 PM
Zakatak, on 13 May 2012 - 06:36 PM, said:
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
this is sexy.
#23
Posted 13 May 2012 - 10:21 PM
#25
Posted 14 May 2012 - 05:10 AM
If you can't capture the base for the first 5 minutes of the match, there isn't much point rushing for it.
#26
Posted 14 May 2012 - 05:24 AM
#27
Posted 14 May 2012 - 05:30 AM
#29
Posted 14 May 2012 - 05:36 AM
Sure it might happen that a few light tanks sneaks through and capps the base but that is really rare.
If you have any kind of defence it should not be a problem, of course if your whole team is stupid and no one even tries to defend the base then you deserve to lose.
Edited by Carl Wrede, 14 May 2012 - 05:36 AM.
#30
Posted 14 May 2012 - 03:38 PM
A single fast scout mech with a few piledrivers/bunkerbusters would completely and utterly destroy a base within a minute. Way faster than any heavy hound could react to and way faster than long range arty could.
I very much doubt that MWO will have similar problems.
Edited by Spoon, 14 May 2012 - 03:38 PM.
#31
Posted 14 May 2012 - 03:43 PM
That is how you'd do it properly.
With everyone powered down in the center of the map waiting for the other team to walk by. But they never do. Because they're powered down and waiting also.
Combat the way it was meant to be fought.
Edited by Kanatta Jing, 14 May 2012 - 03:45 PM.
#32
Posted 14 May 2012 - 03:46 PM
The current defense is Cata C1's - JJ's, four medium lasers and much heavier armour than a light means they can strip armour off with LRM's and then mop up with ML's.
#33
Posted 14 May 2012 - 03:49 PM
Yoseful Mallad, on 13 May 2012 - 06:18 PM, said:
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?
The idea of having at least 2 different win conditions is a SORELY missing feature in a lot of games which helps break the "Tunnel Deathmatch Syndrome".
In short, if everyone leaves their base, send out 2-3 Scouts to ninja cap their base while the rest defend. This will force them to commit to a battle against 9 defenders (not gonna go smoothly) or break off some forces and turn back to deal with the ninja cap.
Especially if a base has a border/wall around it, it actually helps the defenders more than it aids the attackers. If the base defenders declare that the whole team is rushing them, hold out as long as you can and cap their defenseless base.
#34
Posted 14 May 2012 - 03:53 PM
Yoseful Mallad, on 13 May 2012 - 06:18 PM, said:
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?
A defensive lance made up of 2 Assaults with some LBXs and ER LLs and a couple of Heavy Interceptors with the largest engine that will fit and a couple of LBX 10s to chase would turn 12 lights into a Light Mech graveyard.
Edited by GrizzlyViking, 14 May 2012 - 03:55 PM.
#35
Posted 14 May 2012 - 03:54 PM
LordDeathStrike, on 13 May 2012 - 10:14 PM, said:
yar the atlas is slow, too slow to be a base rusher, but the perfect chasis to be a defender.
So where were you planning on getting the tonnage for all this, plus heatsinks?
#36
Posted 14 May 2012 - 05:41 PM
Consider a modern Tank Squadron. They will very rarely sit static on the defence, instead they will probe forward contact the enemy and attrit them as they withdraw towards thier own positions, using air and arty to further knock around the defending force.
It works the same way here, mix up a force of heavy and medium mechs optimised for fire power and decent speed, push them out behind your scouts. Let your scouts locate the enemy force and start calling the rain while the blocking force manouvres to hit them.
Leave a lance behind until you know you can advance to the enemy base, at this time you detach a scout and a pair of your strikers to guard your base while you advance with your remaining force and take the enemy position.
Easy when you know how and practice.
Semyon
#37
Posted 14 May 2012 - 05:48 PM
#38
Posted 14 May 2012 - 05:49 PM
#39
Posted 14 May 2012 - 06:04 PM
Option two - high density mine field with a mix of pressure plated mines for 25 tons and up.
Option three - 32 drunk scotts with nighthawk amor and 2 inferno rounds each plus satchel charges.
Option four - Vinny & Rosario, my Sicilian friends, twins who pilot twin archers.
#40
Posted 14 May 2012 - 06:10 PM
I hope that's not how MWO will turn out, because the game will devolve into a glorified team deathmatch.
Edited by Mishfal, 14 May 2012 - 06:10 PM.
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