

Base Rushing: Two Possible Solutions
#41
Posted 03 June 2013 - 07:32 AM
only push out 1/2 of normal. that way on most maps the lights have to pass with in your field of view. many time i have seen my team just move out like lemmings then get caped as the entire team went left not to the center.
This is NOT death match.
#42
Posted 03 June 2013 - 07:33 AM
#43
Posted 03 June 2013 - 07:35 AM
zraven7, on 03 June 2013 - 07:12 AM, said:
Second, when you are "assaulting" something, you are assuming it's guarded. If it's not guarded, what you are doing is "squatting" and possibly "laughing".
Third, an alternate answer is RUN MOBILE MECHS!!! You wanna run your 'Phract or Atlas, fine. Make sure there are people on your team who are mobile. If you wanna pug like that, you get what you get. Make some friends.
BTW, having mobile mechs in the case of a base rush does NOT mean one or two lights. it means a light or two backed by some mediums. The medium weight class is supposed to act as a bridge between the mobility of a light and the sustainability and firepower of a heavy. The lights see what is capturing the base, possibly step on it to stop the capture, as the mediums close in with better firepower. Just because everyone likes to gripe that the mediums are "useless" doesn't make it so.
BALANCED TEAMS, people. Stop rocking the "Atlas and Highlander Sumo Squad" and you might do a little better.
Ok so we can make sure to have balanced teams .. so .... umm ... tell me how we make it so each match is 2 assaults 2 heavies 2 mediums and 2 scouts and this would be a credible answer. 10 gauss rifles defending is nothing when you use teamwork to take it instead of 1-2 lights rushing it.
#44
Posted 03 June 2013 - 07:37 AM
Lowridah, on 03 June 2013 - 07:35 AM, said:
Ok so we can make sure to have balanced teams .. so .... umm ... tell me how we make it so each match is 2 assaults 2 heavies 2 mediums and 2 scouts and this would be a credible answer. 10 gauss rifles defending is nothing when you use teamwork to take it instead of 1-2 lights rushing it.
10 Gauss is cheese. That could tear apart a whole team in just a few seconds.
#45
Posted 03 June 2013 - 07:40 AM

Joseph Mallan, on 03 June 2013 - 07:37 AM, said:
are you one of those players that stands still when shooting and takes hits face on? 10 gauss spread around a base area is not cheese ... im talking about an Area, not 1 specific spot so you take 1 alpha and its game over. Launch LRM's at the targets before they get you etc ... think in 3D terms not the 2 D "cheese" dimension
#46
Posted 03 June 2013 - 07:46 AM
#47
Posted 03 June 2013 - 07:48 AM
Does it mean that my attempt will fail? Most of the times opposite team ignores this message, they don't even type something in chat.
So instant basecapping isn't game mechanics issue, it's lack of teamwork. But PGI may decide that "silent majority" want only TDM gamemode...
#48
Posted 03 June 2013 - 07:52 AM
Joseph Mallan, on 03 June 2013 - 07:46 AM, said:
All im implying is that there be some sort of substantial defense in place that would either take 1-2 lights some time to take down so they cant base rush. So 4-5 calliope turrets, 3-4 gauss rifles in a couple point defense bunkers ( so 1-2 gauss each) and pulse lasers turrets like they used to have in MW4. Something that isn't going to ruin your day but will actually make you think about attacking the base after dealing or during dealing with the enemy team.
#49
Posted 03 June 2013 - 07:54 AM
zraven7, on 03 June 2013 - 07:19 AM, said:
You are so hypocrite.
People play assault to fight, not to stand in a square without a single shot fired, not a single mech dead and then see a victory or lost screen after 5 minutes of watching a little colored bar shrink.
#50
Posted 03 June 2013 - 07:55 AM
Lowridah, on 03 June 2013 - 07:40 AM, said:
A game mode with only one contested base is called "king of the hill" and is completely different from assault.
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No, what people are trying to say is that this little thing called "tactics" is fairly important part of MW/BT games, and that there's more to it than just trying to get behind the enemy mech and shoot it in the butt.
#51
Posted 03 June 2013 - 07:57 AM
Lowridah, on 03 June 2013 - 07:35 AM, said:
Ok so we can make sure to have balanced teams .. so .... umm ... tell me how we make it so each match is 2 assaults 2 heavies 2 mediums and 2 scouts and this would be a credible answer. 10 gauss rifles defending is nothing when you use teamwork to take it instead of 1-2 lights rushing it.
To make a balanced team, make seven friends, and form a balanced team. I know, crazy, but it sometimes works.
Second, ten auto-targeting gauss would be catastrophic. If you get in range of, say, three, that's 45 points of damage to a body part. They would likely fire for center of mass. On anything but an assault or the front-side of a Cataphract, that's either an arm gone or your front armor plate missing. And that would be just the first volley.
BlackIronTarkus, on 03 June 2013 - 07:54 AM, said:
You are so hypocrite.
People play assault to fight, not to stand in a square without a single shot fired, not a single mech dead and then see a victory or lost screen after 5 minutes of watching a little colored bar shrink.
No, you don't play for that. Apparently, all the people who just did that to you do play for that. This is why you lost.
Edited by zraven7, 03 June 2013 - 07:58 AM.
#52
Posted 03 June 2013 - 08:00 AM
Lowridah, on 03 June 2013 - 07:52 AM, said:
All im implying is that there be some sort of substantial defense in place that would either take 1-2 lights some time to take down so they cant base rush. So 4-5 calliope turrets, 3-4 gauss rifles in a couple point defense bunkers ( so 1-2 gauss each) and pulse lasers turrets like they used to have in MW4. Something that isn't going to ruin your day but will actually make you think about attacking the base after dealing or during dealing with the enemy team.
Your team is suppose to be the substantial defense of the base. If you are not there, *shrug* well you just handed me the keys. Thanks!

#53
Posted 03 June 2013 - 08:08 AM
zraven7, on 03 June 2013 - 07:57 AM, said:
Some people play to troll? Maybe we should all play to troll! Lets go all flamethrower in atlas...Yay!
Explain to me why they capped then? To win? How many wins will it take for them to move on to another game because standing in a square during two minute at the beguinning of every match is so much fun for both teams!
#54
Posted 03 June 2013 - 08:12 AM
BlackIronTarkus, on 03 June 2013 - 08:08 AM, said:
Some people play to troll? Maybe we should all play to troll! Lets go all flamethrower in atlas...Yay!
Explain to me why they capped then? To win? How many wins will it take for them to move on to another game because standing in a square during two minute at the beguinning of every match is so much fun for both teams!
First of all, some of us (a lot of us) play to win. We will take the tactical option most likely to give us a win. If your team is full of 40 kph mechs who all promptly leave the base undefended, well, we know what tactical option will most ensure a win, don't we?
Second, if you flip out like I think you do when someone wins by base cap, that's a win and post-match entertainment, all for 3 minutes of work.
You don't want me to cap? Make it hard for me to cap. Simple.
#55
Posted 03 June 2013 - 08:13 AM
When you lose to a base cap, it means your team screwed up, plain and simple. You didn't scout properly, you had poor map awareness, and you had poor positioning that overextended your force before you could account for all 8 enemies. Or you were just a lazy SOB who refuses to be a teamplayer. Even when I'm in my atlas, I do my fair share of base saves when it's viable.
What kills me is that even in PUG matches, you can essentially shut down the base cap by taking initiative yourself.
Quote
Beautifully said. So many people complain that the game is simplistic or takes no thought, but when a tactic emerges that requires them to apply some critical thinking to counter, they complain that there is nothing to be done. You can't have it both ways.
Edited by Jman5, 03 June 2013 - 08:14 AM.
#56
Posted 03 June 2013 - 08:16 AM
#57
Posted 03 June 2013 - 08:17 AM
BlackIronTarkus, on 03 June 2013 - 08:08 AM, said:
You play to fight.
The base cap warning tells you where your enemys are.
What is the problem?
#58
Posted 03 June 2013 - 08:21 AM
#59
Posted 03 June 2013 - 08:30 AM
Olivia Maybach, on 03 June 2013 - 08:21 AM, said:
This is the other problem, the team assuming that one light can stop a base cap, just because they can get there. The light is meant to spot what is capturing the base, and possibly to harass or engage if viable. Other mechs, like fast-mover mediums, are supposed to back up the light.
#60
Posted 03 June 2013 - 08:39 AM
Olivia Maybach, on 03 June 2013 - 08:21 AM, said:
I wouldn't take it personally. When I am playing an atlas and I see the base capture warning, I pull up the player list and just look for the names of our fastest guys. The clock is ticking, I'm slamming my mech into reverse just in case no one responds. Every second counts so my priority is to make the fast guys aware that they are the go-to guys for base defense. After that, I'll double check to see if you are close enough or not.
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