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Only One Strategy Is Needed To Win As Attacker


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#1 Mechteric

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Posted 11 December 2014 - 06:27 PM

Phase 1: Use light/medium/heavy mechs to drop the gates (not like the enemy can do much to prevent that)

Phase 2: wait till everyone dies once or twice

Phase 3: EVERYONE picks a 100 tonner and holds at spawn until all 12 are there.

Phase 4: Roll the enemy with 1200 tons of unstoppable force


Not complaining, but it seems the only strategy that is sure to win every time just for the Attacker. That also makes me sad, that there's not much more to it than that. (We were 24-8 but lost because of the sheer power of 1200 tons that we weren't ready for).


Granted if we knew what was going on maybe, just maybe we could have all ejected and if any of us still had our own assaults maybe held them bad. But that's a lot to ask in a PUG going up against a coordinated group using this strategy.

Edited by CapperDeluxe, 11 December 2014 - 06:29 PM.


#2 Adiuvo

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Posted 11 December 2014 - 06:36 PM

That'd work until you kill one. The cost associated with taking a 100 tonner, especially on the clan side, isn't really worth it for a team to do across the board.

#3 Davers

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Posted 11 December 2014 - 06:36 PM

So the defenders can't stop you with their 1200 tons of mechs? I am sure it is a way to win, but I doubt it's the 'foolproof' way you think it is.

#4 Mechteric

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Posted 11 December 2014 - 06:42 PM

View PostDavers, on 11 December 2014 - 06:36 PM, said:

So the defenders can't stop you with their 1200 tons of mechs? I am sure it is a way to win, but I doubt it's the 'foolproof' way you think it is.


Only if the defender's know to eject all their current mechs and grab their assaults to counter the assault push. I can see it happening in a 12v12 group, but in a 12 group versus a mashup of PUGs? Fuggettabouttit!

#5 Master Pain

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Posted 11 December 2014 - 06:58 PM

I've defended against this strat twice. The first time they were successful, but they were down to their last 2 or 3 assault mechs. The second time we defeated their assault push and won the match easy. Ejecting to fight against it is a bad idea, but you shouldn't be afraid to trade a smaller mech to get 1 of their assaults.

#6 Lily from animove

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Posted 11 December 2014 - 07:02 PM

how do epople in phase 2 even die if you do nothign and just wait? LOL

also lights for the gates are no must have, bug you definately need soem mechs with range to take them down from a save distance.

Edited by Lily from animove, 11 December 2014 - 07:03 PM.


#7 Mechteric

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Posted 12 December 2014 - 10:04 AM

View PostLily from animove, on 11 December 2014 - 07:02 PM, said:

how do epople in phase 2 even die if you do nothign and just wait? LOL

also lights for the gates are no must have, bug you definately need soem mechs with range to take them down from a save distance.


Throw themselves at the enemy, I meant wait at the dropzones while everyone gets busy getting offed (or ejects)

#8 AztecD

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Posted 12 December 2014 - 10:29 AM

Zerg rush - 100kph+ capable mechs rush base after gates are done

#9 Veritae

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Posted 12 December 2014 - 10:41 AM

I'll just leave this here:

http://mwomercs.com/...ritae-maneuver/





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