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How will you defend the (BASE RUSH)?


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#41 trycksh0t

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Posted 14 May 2012 - 06:21 PM

View PostVolthorne, on 14 May 2012 - 03:54 PM, said:

So where were you planning on getting the tonnage for all this, plus heatsinks?


Probably something like this:

Forum Atlas

Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-D
Production Year: 3049
Cost: 9,474,000 C-Bills
Battle Value: 2,088

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Gauss Rifle
1 LRM-20
2 Large Lasers
1 Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 18 8.00
Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 264 16.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 31 41
Center Torso (rear) 10
L/R Torso 21 34
L/R Torso (rear) 8
L/R Arm 17 26
L/R Leg 21 34

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Anti-Missile System HD 1 1 0.50
Gauss Rifle RT 1 7 15.00
LRM-20 LT 6 5 10.00
Large Laser RA 8 2 5.00
Large Laser LA 8 2 5.00
@Anti-Missile System (12) CT - 1 1.00
@Gauss Rifle (16) RT - 2 2.00
@LRM-20 (12) LT - 2 2.00

#42 LackofCertainty

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Posted 14 May 2012 - 06:31 PM

I kinda feel like if the enemy team slipped a few lights through your lines to cap your base, then your team probably did an abysmal job. A light shouldn't be able to punch through your lines. If it did, either your own scouts failed at spotting it, or your heavy hitters failed to damage it.

And one damaged scout slipping through your lines shouldn't be end-game, because one of your own scouts or hunter/killers could break off to chase it down.

If we're saying that the enemy team is playing 12 speedy mechs and just sprinting past your team... well once your scouts see that the entire enemy team are cicadas/ravens/jenners/commandos/dragons... well then your big guys best act on that info and immediately start waddling back to base.



View PostMishfal, on 14 May 2012 - 06:10 PM, said:

Has it been confirmed whether you only get one life per round in this mode? If that's the case then I doubt people will even bother going for objectives (base defending/attacking) and will instead just go and kill the enemy team. I've seen it happen countless times in many games. Counter Strike is a good example of this. When I used to play it years ago people rarely went for the objectives (planting bomb or rescuing hostages), and just hunted down the other team instead. It pretty much defeated the whole purpose of having objectives in the first place.

I hope that's not how MWO will turn out, because the game will devolve into a glorified team deathmatch.


The point of the objectives is mainly just to encourage fights/funnel combat into certain areas. Sure, most games end with a team being eliminated, but the presence of the bomb means that the defense team doesn't get to just pile their whole team on one spot and camp till they win. Defense is forced to split their team to cover two points, while assault is placed on a clock, but can move their entire team as a group to hit one location with a numbers advantage. It's neat, because it gives asymmetrical advantages on top of the standard deathmatch.

Bases in MWO will be similar. The main goal is to get people to fight. The bases are just there to keep the team from doing a blind rush toward the enemy team with the biggest mechs they can find. It puts that little concern in the back of a team's mind that they need to keep their eyes (or radar) open to watch that someone doesn't slip past them and steal the victory.

If team deathmatch isn't your thing, that's too bad, but at least the devs have already said they're going to add more game modes post launch.

Edited by LackofCertainty, 14 May 2012 - 06:51 PM.


#43 soulfire

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Posted 14 May 2012 - 06:46 PM

since we dont exactly know how the game will go hard to make any statement. If the game take the world of tanks road a base is just a circle on the ground or some small area with a flag to signify it. Theres nothing there per se to distroy so rushing allot of lights around the edge of the map to the base would be a mute point unless you could get them all to sit on the base for a spicific time period without being damaged like world of tanks. Any damage received resets the clock. Personnely I think this is a good way to do it. Makes the distruction of the other team or at least a great number of them a worthy thing to do. You can still do a stratigy where you concentrate on distroying their lights first and any mediums,then draw the other slower heavier mechs of their team off their base and attacking yours while you sneak one light into their base hopeing he can hold out untill the times up. Done this many times in world of tanks and it can be exciting to sit on their base as a light watching the time tick down while other team tries to make it back to hit you with a shell before clocks run out. world of tanks runs battles that are bigger matches 15 a side

#44 Alymbic

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Posted 14 May 2012 - 07:01 PM

I just love how everyone keeps making references to World of Tanks, assuming MWO is just going to follow.

Personally I feel that its going to take the more traditional Destroy the Base. It could go 2 ways. If respawn is allowed, I reckon the base is going to have a lot of armour and has to be wittled down, with score be awarded on a per kill and per base damage done basis. If no respawn is possible, the base will have a moderate amount of armour, enough to survive a few hits but minimal enough that teams need to be mindful of defending it.

What I'm saying is if respawn is enabled, then it is aimed as a team-objective game, but as someone earlier mentioned, no-respawn objective gameplay is aimed to keep the fighting strong, but to stop a whole team from just camping down on their base and just waiting, as a heavy-metal explosion extraordinaire.

#45 Melissia

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Posted 14 May 2012 - 07:32 PM

As a light, I can get behind the enemy and attack their long-ranged 'mechs or harass the weak rear armor of other 'mechs, while my heavier teammates deal with the frontal assault. If it's a mostly faster 'mech assault, then I stand a better chance at surviving anyway.

#46 Aelos03

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Posted 14 May 2012 - 07:44 PM

View PostMelissia, on 14 May 2012 - 07:32 PM, said:

As a light, I can get behind the enemy and attack their long-ranged 'mechs or harass the weak rear armor of other 'mechs, while my heavier teammates deal with the frontal assault. If it's a mostly faster 'mech assault, then I stand a better chance at surviving anyway.


well i believe enemy light will have their eyes on you if not i bet there will be some mediums in area to defend long range mechs

#47 Thor77

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Posted 14 May 2012 - 07:46 PM

If the base is something that you have to destroy, and it has a fairly solid amount of armor, a couple of lights sneaking by would not be able to destroy it in time before some mediums or heavies got back and killed them. You'd either have to have a lot of firepower on the base for a little time, or a little firepower there for a lot of time.

Now you could build a light mech that's fast, sneaky, and packs a mean punch to destroy the base fast, but that armor is gonna be paper thin. If a heavy defender with decent armor is hanging back you're gonna be in big trouble. Sneaking to the base and capturing/destroying it should be a working tactic, just not the only one that works.

#48 Melissia

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Posted 14 May 2012 - 07:49 PM

View PostAelos03, on 14 May 2012 - 07:44 PM, said:


well i believe enemy light will have their eyes on you if not i bet there will be some mediums in area to defend long range mechs

Then they're not doing an all out base assault, and I have succeeded in preventing those mediums from participating in the team's actions.

#49 Aelos03

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Posted 14 May 2012 - 07:51 PM

View PostMelissia, on 14 May 2012 - 07:49 PM, said:

Then they're not doing an all out base assault, and I have succeeded in preventing those mediums from participating in the team's actions.


ye but with range of LRMs now means they are not that far from main battle

#50 Melissia

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Posted 14 May 2012 - 08:25 PM

View PostAelos03, on 14 May 2012 - 07:51 PM, said:


ye but with range of LRMs now means they are not that far from main battle

But out of range of most of the heavy weapons of the mediums or heavies that are defending them, which are arguably deadlier.

#51 LordDeathStrike

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Posted 14 May 2012 - 08:41 PM

View Posttrycksh0t, on 14 May 2012 - 06:21 PM, said:


Probably something like this:

Forum Atlas

Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-D
Production Year: 3049
Cost: 9,474,000 C-Bills
Battle Value: 2,088

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Gauss Rifle
1 LRM-20
2 Large Lasers
1 Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 18 8.00
Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 264 16.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 31 41
Center Torso (rear) 10
L/R Torso 21 34
L/R Torso (rear) 8
L/R Arm 17 26
L/R Leg 21 34

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Anti-Missile System HD 1 1 0.50
Gauss Rifle RT 1 7 15.00
LRM-20 LT 6 5 10.00
Large Laser RA 8 2 5.00
Large Laser LA 8 2 5.00
@Anti-Missile System (12) CT - 1 1.00
@Gauss Rifle (16) RT - 2 2.00
@LRM-20 (12) LT - 2 2.00

if theres space ill have endo steel skeleton to free up tonnage, and possibly double heat sinked to get the free bonus engine heat sinkage and a couple in the legs to cool my lasers.

#52 shadoxhunter

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Posted 14 May 2012 - 08:54 PM

Just have an Atlas or two sit on the base. That should scare off any light scout mechs.

#53 Sleepy Head

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Posted 14 May 2012 - 09:41 PM

View PostInsidious Johnson, on 13 May 2012 - 06:32 PM, said:

change your tech from zerg to basalisk.

Nah, switch your race to protoss and wall yourself in with a four layer thick photon cannon defense matrix.

#54 Aldrai Sedai

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Posted 26 May 2012 - 02:11 AM

Playing World of Tanks, every map has it's specific "Best move" that everyone gets used to. Such as in Malinovka it's almost always sending everyone up to A0, then moving toward the enemy base. (For those who don't know, it's sending people on a 20 block trip under moderate cover aside from a 6 block straight shot into an open field of death.) Every match really turned out to be a glorified deathmatch in that game since you got an exp bonus for having killshots. The only way that base capping was really useful was during stalemates or there were very few times that a sneaky tank got a capture in while the other team was busy.

I know for a fact his game will be no different.

#55 Cruxshadow

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Posted 26 May 2012 - 02:21 AM

View PostArikiel, on 13 May 2012 - 07:49 PM, said:

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


Yeah I know what you mean. I think this will be more like Warsong Gulch, WoT, capture the flag. I could be wrong, who knows (besides the dev team).


Stationing 2-3 medium to heavy guardians to cover the base while the rest manuver to get the best advantage to destroy the opponents or capture their base/objective. Or you could set up a flying squad that could either defend or support as needed. Part of it will depend on the size of the teams and terrain, part of it will depent on the teams themselves and how well they work together.

Edited by Cruxshadow, 26 May 2012 - 02:46 AM.


#56 trycksh0t

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Posted 26 May 2012 - 02:42 AM

View PostLordDeathStrike, on 14 May 2012 - 08:41 PM, said:

if theres space ill have endo steel skeleton to free up tonnage, and possibly double heat sinked to get the free bonus engine heat sinkage and a couple in the legs to cool my lasers.


Endo Steel should work, eats up a lot of room though. Also, can't mount I.S. Doubles in the legs, they use 3 critical slots and legs only have 2.

#57 Kanatta Jing

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Posted 26 May 2012 - 02:44 AM

Why not leave a lance in your base and if another lance gets partially destroyed, they can switch out?

#58 Telpher

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Posted 26 May 2012 - 03:09 AM

in my opinion WoT is not a good as example of defence system. too much depend from hard to say what..shot by zero,light who dings heavy... ..different times different system...oo and lemmings a lot of lemmings.
1. all mech r faster , some of them have jump packs. ..
2. weapon system precision ..more things to destroy ,more valuable. .. dmg legs and enemy slow down ..so he dont reach cap point. or u will use light wis flamethrower and make him little grill so he should shut down and...get punch from others..
3.if they rush light.. few shots from ppc and we have nice piece of junk so cap system should be different. the same def.
4. we dont know maps. i think this what we see now will be changed in full version.





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