Atheus, on 08 May 2013 - 08:50 AM, said:
Foust: If you can't be bothered to read the threads on the subject, fine. But then don't come around spouting things off the top of your head which have already been discussed to death, and expecting people to explain everything from scratch.
Fair enough, so I went back to page 2 to find at least one of your responses that dealt with my top of the head spouting.
Atheus, on 05 May 2013 - 06:12 PM, said:
This is not healthy for a game — it is one thing to be frustrated about being outplayed and defeated head-on. It's entirely another to feel your presence was pretty much circumvented in a way you could not reasonably contest. It will leave you with negative feelings toward the other players, and negative feelings toward the game.
Any "Defend the base" concept is just unrealistic in a map where the halfway point is literally 2.5 km away from the bases (~2 minutes of walking at 70 km/h). Both teams can not defend their base on such a map while also attacking the enemy forces without dividing up in a rather suicidal manner, just as lights can't both attack the enemy base and defend their own base. It's no secret that most base rushers who admonish you for not defending your base had no base defense on their side either.
Snipped for space.
"It's entirely another to feel your presence was pretty much circumvented in a way you could not reasonably contest."
How is staying at or near your base unreasonable, when it allows you to dictate where the engagement occurs and prevents the early game capture that you so despise and gives you the combat that you want. Win Win Win?
To the splitting your force argument. The solution is simple, don't. The half way point at 2.5 km away is invalidated if you stay near your base. If your team is defending your base, your lights do not need to attack. In fact, if they are out performing recon and see that the opposing force has now closed and engaged on your side of the map, as you pointed out now their base is open for capture with a much higher chance of a successful capture considering they are now well over the half way point and have no chance to return in time. If a fight with a capture isn't your cup of tea, then your lights could engage the opposing force from the rear.
How does this look in a pug? Bad. Difficult at best. I get it, 9/10 times the majority of a pug is going to go full throttle into the middle of the map to pew pew and dakka dakka and get themselves obliterated, hoping to take one with them. It is the nature of the current FPS mindset. However, this does not invalidate the tactic. If anything it would make it more effective if you could get your pug to cooperate.
You are correct with the last line. Rarely does anyone defend, especially if there is a light or two determined to go for the early cap. It is generally everyone going for the middle to duke it out. Pick your favorite meta and see who is left standing when the smoke clears. Today that favors high damage alpha builds, something light/medium mechs struggle to deal with. The tactically sound response from a light (this has already been beat to death) is to pressure the enemy base. The decision is then left to the opponent to respond, or hope to call the bluff.
Seems more and more light pilots aren't bluffing.