Edited by WhiteRabbit, 10 April 2013 - 04:15 PM.


"lights Rtb, Everyone Else Hold The Line"
#21
Posted 10 April 2013 - 04:13 PM
#22
Posted 10 April 2013 - 04:14 PM
That said, the realities on the ground often make it difficult to do in a PuG match.
1. Sometimes positions aren't random and holding them gives your team a tactical advantage. In cases like this, it would be unwise to just cede it to the enemy unopposed.
2. coordinating with pugs can be tricky. Sometimes they listen, sometimes they don't. Even in the best games there is usually a few guys who don't. By doing a mass RTB, you will inevitably leave them behind and they may very well get slaughtered in the frequent push that follows a base cap. "good, they deserve it" you might say and maybe youre right. But justice wont win me the game.you can't win on smug self-satisfaction alone.
Edited by Jman5, 10 April 2013 - 04:15 PM.
#24
Posted 10 April 2013 - 04:18 PM
The base cap is often an attempt to draw off defenders from the front line in many cases. If you split the team, you're playing into the enemy's hands. The safest bet, ihmo, is a strategic withdrawal with the lights arriving first to hold the fort until such time that the rest of the team can get there and back them. If it works, you're the one splitting the enemy team and hopefully they're the ones getting spanked.
Every situation is different, and that's the bottom line: you have to be malleable and do what it takes to win. Sometimes that's sending lights back while you hold the line, sometimes it's everyone moving back and fighting as a unit. No right answer, no wrong answer.
Edited by FerretGR, 10 April 2013 - 04:23 PM.
#25
Posted 10 April 2013 - 04:18 PM
Or the initiative. Once you are forced to become reactionary, you have likely already lost. The team that dictates where and when they fight, will almost always be victorious. The common tactic is to send one or two fast mechs to cap, specifically because it leave the opposing force in disarray. Sending back 1 or 2 light units is al.ost always the correct answer, as 9 out of 10 times the enemy scout retreats the moment contact is made. If a heavier enemy presence is already there (common on frozen city and river city), you will probably already be capped before your heavy elements return, and your lighter elements destroyed by mass fire.
Always better to actually send your lights out as screens on the far flanks to begin with to intercept such attacks before they occur.
#26
Posted 10 April 2013 - 04:21 PM
#27
Posted 10 April 2013 - 04:21 PM
FerretGR, on 10 April 2013 - 04:18 PM, said:
The bottom line, though, is that the base cap is an attempt to draw off defenders from the front line in many cases. If you split the team, you're playing into the enemy's hands. The safest bet is a strategic withdrawal with the lights arriving first to hold the fort until such time that the rest of the team can get there and back them. If it works, you're the one splitting the enemy team and hopefully they're the ones getting spanked.
Every situation is different, and that's the bottom line: you have to be malleable and do what it takes to win. Sometimes that's sending lights back while you hold the line, sometimes it's everyone moving back and fighting as a unit. No right answer, no wrong answer.
The right answer is always "see who is coming before they get there."
Otherwise you're dead right. It's a gamble.
#28
Posted 10 April 2013 - 04:26 PM
If you want good fights play conquest.
#29
Posted 10 April 2013 - 04:27 PM
I much prefer to hear "Lights return to base, the rest hold the line", than to watch my entire team run off in a time consuming chase of one or two mechs.
#30
Posted 10 April 2013 - 04:31 PM
And then you post the other thread that says games without lights are more fun.
Wow you assaults will ***** about anything. And you wonder why we don't listen
#31
Posted 10 April 2013 - 04:37 PM
Noobzorz, on 10 April 2013 - 04:21 PM, said:
Otherwise you're dead right. It's a gamble.
Indeed. You don't wanna get capped on Frozen City? Scout the ******* tunnel. The issue, in the end, is one of not having enough information on the enemy's movement. Whose fault is that?
Scouts won't cap your base if you're watching for it.
#32
Posted 10 April 2013 - 04:38 PM
Imagine if there was no bonus for having more than 1 mech standing in an opponent base until 3 or 4 minutes into the game. Now it doesn't matter if you rush your entire team to an enemy base, because you'll then have to defend that position for quite some time.
Imagine if there was only one base and it occupied the middle of the map.
There are numerous ways to "fix" the assault mode. Removing the base capture mechanic entirely is not one of them. Why? Because then people will hide, power down, and grief until the time runs out.
What must be done is adjusting the base capture mechanism so it promotes actual combat.
#33
Posted 10 April 2013 - 04:41 PM
That is my jerb.
All-too-often, I see entire teams turn tail and abandon their forward position to high-tail it back to base at the first sign of a possible cap. The end result is usually a hard push by the enemy into the flank in the ensuing disarray and the complete and utter devastation of both lances as a result. That is what I am trying to prevent. That is the job of the scout. If there is need for you to bring additional firepower to bear on the situation, I will let you know that. Again, that is my job.
#34
Posted 10 April 2013 - 04:46 PM
K0M3D14N, on 10 April 2013 - 04:41 PM, said:
That is my jerb.
All-too-often, I see entire teams turn tail and abandon their forward position to high-tail it back to base at the first sign of a possible cap. The end result is usually a hard push by the enemy into the flank in the ensuing disarray and the complete and utter devastation of both lances as a result. That is what I am trying to prevent. That is the job of the scout. If there is need for you to bring additional firepower to bear on the situation, I will let you know that. Again, that is my job.
Basic problem with the level of play in public matches. Makes me want to smash my monitor many times, because half the time i am the heavy trying to keep the assault alive, as i watch 4 70+ ton mechs try to chase down that raven or jenner or cicada, while the opposing team starts sniping them from long range or just pushes in behind them and rolls up the easy targets who cant defend themselves.
#35
Posted 10 April 2013 - 05:27 PM
Dang Skippy. At the very least post a spy that can SEE the tunnel entrance, and some one who can react to Jenner highway. You can actually do both within view of the bulk of your force at the spine of the drop ship. Good Intel pets you see them coming and gave a surprise waiting. Poor dumb centy didn't realize he'd been spied, popped out the tunnel and caught about 4 gauss and dozen ppcs for his trouble, lol.
#36
Posted 10 April 2013 - 05:53 PM
Communication and scouting is key. That is why I do neither

#38
Posted 10 April 2013 - 05:59 PM
Davers, on 10 April 2013 - 03:27 PM, said:
#39
Posted 10 April 2013 - 06:32 PM
Blackadder, on 10 April 2013 - 03:31 PM, said:
Additionally, slow mechs trying to RTB will have to leave any cover they may have, exposing their backs to the advancing enemy force. It's actually a tactic for lights, step on the base to draw heavier slower mechs out of the defensive line. The defenders that remain get steamrolled and the rest get picked off one at a time.
Edited by Kill Dozer, 10 April 2013 - 06:33 PM.
#40
Posted 10 April 2013 - 06:36 PM
One Medic Army, on 10 April 2013 - 03:34 PM, said:
Regardless of the map, the atlas is best served by finding a good defensive position and holding there.
Now, since your team's assaults are staying put, it's also a good idea for everyone who's not in the immediate response force chasing the lights off to also stay with them so the enemy team doesn't get easy kills on them and win the match right there.
A thousand times this. Nothing worse than being left to die by your entire team because a commando stepped on your base for 10 seconds.
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