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8 Mans Are All Assaults And Heavies Or All Lights? Why?
#1
Posted 04 April 2013 - 10:09 PM
So we drop, for the last few Tuesdays and Thursdays:
If you play Assault matches this is what happens:
We are dropping 2 lights, 2 mediums, 2 heavies, and 2 assaults.
It seems every match I drop in an eight man... we are fighting are all (or mostly) Assaults with Heavies. The last four matches had something like this: Four to five DDCs, 2 to 3 Stalkers and either pop tarts, awesomes, Jaegers, or the highlander hero mech. Granted we just got Jaegers and the Hero Highlander in the last three weeks or so... but if you want to fight you are faced with a daunting fight. Any four of their mechs practically out weighs our 8. Sure we can play cap war... but is that what we really want? it takes along time to get drops going and then we play cap wars for hours... but we normally just decide to fight - and often times we have lights engaging assaults and heavies. Sure it is possible, but most 8mean goups are no slouches either. An Assault can easily core a light in moments with the right
I am not talking about ECM or splat cats or any other cheese design. I just talking about sheer weights. If a group has 8 Assaults of 5 Atlas, 2 Stalkers and 1 Highlander that is 760 tons of battlemechs. Likewise, 2 Ravens (or 1 Raven and 1 Commando) + 2 Cents, Trebs or Hunchies + 2 Catapults or Cataphracts + 2 Atlas roughly comes out to 510 tons. This assumes we get our biggest mechs in each class. However, what if we grab a Stalker over an Atlas or a Commando over a Raven.. then the number goes down.
So why are is PGI letting this happens?
Sadly, this is also happening when I also PUG as well. Sometimes, it gets worse, I have been in battles with 2 lights, 4 mediums, and 2 heavies versus 8 Assaults and/or heavies. Sure we can play cap wars... but do we have to? What if we want to kill them?
So why bring anything other than an Assault?
Keep in mind this has been happening for the last 4 Thursdays. There are a few lances we see a few mediums and a few lights. This does not always happen - but it sees it is happening more and more. I remember one group of 8 assaults said they were, "Practicing" .... seriously all 8 in assaults is a practice for some? So they know they will always equal or exceed their enemies.
Then let us look at conquest. The exact opposite happens...
We have the classic 2 lights, 2 mediums, 2 heavies, and 2 assaults and then we face 8 lights or 8 fast 'mechs (lights and mediums). On huge maps like Alpine, we move out of our base and we move out to capture 2 points before we notice - WHAM before we can move 1K meters the enemy takes 3 points. Our lights engage but then they get swarmed by 6 to 8 lights and mediums.
Better yet, we can do the same thing... but we want to fight. Strange how he game does not support figthing fair.
Likewise, if we just leave it to random (either assault or conquest) we get both types of battles back to back.
THEN let us talk experience. Most of us are veterans. However, we are a small group and we have recruited many NEW people. We want to have the NEW players in our groups. Otherwise, they get bored and leave - or stop playing MWO. Most of the 8 mans are experienced people and few are newer. There is no way to effectively practice with newer people at all. Sure we can PUG... but how can you promote tactics if the PUGs are not on your vent.
Sorry for whining, I am a bit frustrated with this part of MWO. A few of us are. There seems to be no reason to pick anything but lights and fast mediums on conquest. No reason not to pick all assaults or heavies in Assault mode. Even on non 8 mans... even with PUGs... why pick anything BUT a heavy or assault? If you lose a cap really fast, then ready up and play again.
Sadly, the PUGs seem to be the only ones picking proper weight classes sometimes. Of course, its very random as well... and you will sometimes see all assaults or all lights - but that is rare. It is the 8 mans that have the worse problems.
#2
Posted 04 April 2013 - 10:14 PM
#3
Posted 04 April 2013 - 10:17 PM
#4
Posted 04 April 2013 - 10:19 PM
#5
Posted 04 April 2013 - 10:19 PM
Tekadept, on 04 April 2013 - 10:14 PM, said:
Sadly, that is what I have seen. No wonder people stop playing. Why bother.
Chavette, on 04 April 2013 - 10:19 PM, said:
I assume you are bringing in recruits with these results who are new to the game?
Edited by Boydsan, 04 April 2013 - 10:20 PM.
#6
Posted 04 April 2013 - 10:24 PM
People like to win. So people will play to win and bring the best setups. Adapt or overcome.
#7
Posted 04 April 2013 - 10:31 PM
Boydsan, on 04 April 2013 - 10:19 PM, said:
I play from 1pm GMT to 4pm GMT and unless you organise with somebody you will not get a single 8 man game in 90% of the time you attempt to drop, its quite sad.
Edited by Tekadept, 04 April 2013 - 10:32 PM.
#8
Posted 04 April 2013 - 10:32 PM
KinLuu, on 04 April 2013 - 10:24 PM, said:
People like to win. So people will play to win and bring the best setups. Adapt or overcome.
Are you misunderstanding the topic intentionally, or just don't get it?
He didn't say they shouldn't bring the best setups. He's saying PGI should implement something so the best setup isn't 8 assaults. Variety is good for a game.
My personal suggestion would be to implement this:
http://mwomercs.com/...021-money-mode/
Edited by MuKen, 04 April 2013 - 10:34 PM.
#9
Posted 04 April 2013 - 10:33 PM
Boydsan, on 04 April 2013 - 10:19 PM, said:
Well I 8 man alot and haven't seen these all assault teams rolling everybody you guys are talking about. We run into them occasionally, but they get picked apart.
If they were without a doubt the best 8man comp out there, you'd be sure even more would be around, and the game would be like MW4.
Most of the time they are "base rushing 8 atlases", or the "8 atlas shutdown behind the hill" pranks, and doesn't turn out better for them than with a normal comp.
I'm not joking, just being honest here.
#10
Posted 04 April 2013 - 10:35 PM
#11
Posted 04 April 2013 - 10:40 PM
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#12
Posted 04 April 2013 - 10:46 PM
Being out ton'd and gunned really helps solidify the need for teamwork and focus fire.
And then again some games we just say everyone grab what they want and off we go.
#13
Posted 04 April 2013 - 10:47 PM
#14
Posted 04 April 2013 - 10:55 PM
Mr 144
#15
Posted 04 April 2013 - 11:03 PM
Lights can base cap and distract. Heavies can pop tart and move fast enough to be cavalry. Assaults bring the massive amounts of weapons and armor.
Mediums just don't *do* anything.
#16
Posted 04 April 2013 - 11:12 PM
Lefty Lucy, on 04 April 2013 - 11:03 PM, said:
Mediums can (and should IMO)...
1v1 any light unless it runs, in which case they have performed a base defense or cap.
Re-inforce a brawling force, or light group...versatility
Close to main force scouting when the lights are elsewhere.
Jack-of-all-trades so to speak. And of course the 4SP has unparelled range of motion for targeting in close quarter urban enviornments...The treb is fast and has JJs....the cent can zombie...the Cicada is kinda gimpy, but it's got ECM if that's impostant to ya.
Mr 144
Edited by Mr 144, 04 April 2013 - 11:20 PM.
#17
Posted 04 April 2013 - 11:17 PM
#18
Posted 04 April 2013 - 11:19 PM
Brawler - CN9-A is arguable one of the toughest and hardest hitting mechs around. 2 meds, x3 srm6+ arty (4 tons of ammo) and a STD 260 engine with full armor allows this mech to dish out excellent firepower all the while rolling it's torso to spread the damage making most opponents have to go through them length wise, arms, torso then to the ct. There are other brawlers that can almost be as tough, the HBK-4SP is a solid platform but doesn't have the endurance the cent does. The Treb has a large CT hitbox which makes it great for XL's but not so great for brawling.
Light hunter - The Treb and the Cicada can really pour on the speed and through they can't match the speed of lights they can come within shouting distance with more arms, armor and ammo to gun them down, to Recon in Force. A TBT-3C with a 390 XL, 4 meds, 2 ssrm2's or slow it down to a 330 XL with 4 meds x2 SRM6's (3 tons of ammo) both make a mean mech for doing drive by's.
Glass Hammer - The glass hammer are mechs like the Hunchback-4P with it's 9 medium lasers or 3 ERPPC which can reign annihilation on a mech in a solid alpha or two. Also the TBT-7K with AC20, 2 meds, 2 SRM4's. Yes these mechs are a little slower and when in the open and unsupported get gunned down, but put these mechs in key spots and they will win the fight for you.
Example:
Edited by Carrioncrows, 04 April 2013 - 11:50 PM.
#19
Posted 04 April 2013 - 11:30 PM
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ok wow I just read the first line hunchy sp doesn't have 9 lasers anywhere
Edited by Texas Merc, 04 April 2013 - 11:29 PM.
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