Don't Rush Cave.
#1
Posted 20 November 2013 - 04:40 PM
Friends don't let friends rush cave.
#2
Posted 20 November 2013 - 04:41 PM
#3
Posted 20 November 2013 - 04:50 PM
#4
Posted 20 November 2013 - 06:46 PM
#5
Posted 20 November 2013 - 07:10 PM
One thing is for sure it usually goes bad for the team I happen to be on. So I will give you the 2 scenarios that seem to happen to me most the time.
Scenario 1: Say the enemy sends a 4 man lance through of Meds/Lights so most my team holding the ridge at the saddle will go respond to kill the lance. The enemy main force will then push over and of course after warning everyone not to go back I am left holding the it by myself to then get trampled. They then continue pushing flanking the rest of the team in an easy mop up.
Scenario 2: My team has a lance go tunnel with mild harassment only to have the enemy team realize they have numbers at the saddle and push over winning the brawl to then double back and finish the lance who went tunnel. Very easy text book win.
So ya don't go tunnel in PUGs on frozen city but please do pay attention to when the enemy goes tunnel so you can coordinate a main force push with a numbers advantage.
Edited by GRiPSViGiL, 20 November 2013 - 07:11 PM.
#6
Posted 21 November 2013 - 04:19 AM
On Frozen City I often park in the cave (defensive position) right from the begining of the match and watch for enemy movement or a cave rush. The spotting in the cave has made the difference for a few matches.
#7
Posted 21 November 2013 - 06:18 AM
Like Christmas in July
#8
Posted 21 November 2013 - 06:51 AM
#9
Posted 21 November 2013 - 10:53 AM
#10
Posted 21 November 2013 - 11:08 AM
#11
Posted 21 November 2013 - 02:27 PM
Randalf Yorgen, on 21 November 2013 - 11:08 AM, said:
Had something like that happen once on Terra Therma, completely by random. Most of our team was in the center exchanging shots with the enemy team through one of the entranced, and I noticed a lone Atlas split off and jump down into one of the ravines. I followed him, and then two other guys came down. We flanked the enemy team and started shooting them at the precise moment that our main group started pushing (Again, a single Atlas pushed and everybody actually followed him). Bloodbath. It was glorious. I wish all PUG games worked like that.
#13
Posted 21 November 2013 - 04:53 PM
Edited by Tekadept, 21 November 2013 - 04:54 PM.
#14
Posted 22 November 2013 - 09:15 AM
All in all, I think it's good for lights looking for a fast cap route. I wouldn't recommend it for much else. It leads to fail more than it leads to success.
#15
Posted 22 November 2013 - 09:21 AM
Tycho von Gagern, on 22 November 2013 - 09:15 AM, said:
All in all, I think it's good for lights looking for a fast cap route. I wouldn't recommend it for much else. It leads to fail more than it leads to success.
I almost always watch the tunnel. I rarely use it to flank, but I figure it doesn't hurt to watch for enemy movement in it. Normally cave rushes are early and it isn't like you do much near the ridge early in the game anyway.
#16
Posted 22 November 2013 - 04:03 PM
The problem is when they come out and the assault blob is stull herpderping it out near the cliff trying to understand the game (or whatever the fluck people so when derping around hard and making themselves completely useless.)
Friends don`t let friends derp with the blob
And FTR, my AFAIK best round ever with over 1400dmg and something like 7 kills was me in a DDC rushing teh tunnel with a BoomJag in tow. We essentially took the enemy team apart ALONE.
Edited by Zerberus, 22 November 2013 - 04:06 PM.
#17
Posted 24 November 2013 - 12:51 AM
There was a match where I can usually run seismic on the caves w/o much issue, near the ridge. So, I said that people were coming that way... and told the team about it. Needless to say, we lost. I don't understand what the lack of focus fire was all about, but ultimately we got overwhelmed (I think people had also run over the ridge while that push and reorganizing was going on).... so the timing of it does matter. Unfortunately, people are not often prepared for a slight randomization in the "script" of poptarting at the ridge and going around the dropship area.
#18
Posted 24 November 2013 - 05:58 AM
If you rush through the cave too soon while both teams are still hugging cover and taking potshots, the enemy will turn around on you and blow you up before your team can help you. On the other hand if you wait too long the enemy team might overwhelm your guys leaving you several mechs down and retreating.
It seems to me that unless it's light mechs going to distract by capping or an entire team sneaking through, the timing has to be a bit too perfect for the strategy to be reliable. Same with the cave in Forest colony.
#19
Posted 28 November 2013 - 10:54 PM
Or to do a rear cap attack to break focus, usually with another medium or light. It's fun, sometimes it works really well, but it's usually always fun.
#20
Posted 29 November 2013 - 12:37 AM
Actually cave rush is neither good or bad. It's a flanking move and executed wel it can shift the battle.
But like every other tactic there's one big thing you have to keep in mind: adapt
Ok, after watching the whole vid i have to say where was the cave rush?
That wasn't a rush, that was a try to break out the stale poptart / ridge hump gameplay mid-match.
A Cave rush is in he first minute of the match.
And why didn't you go with your lance? all you did was jumpsniping and waiting for the enemy to get you.
Where was your fighting initiative? At least the rest of your lance tried to make a move.
Oh and please cut your vid next time 1:30m with nothing befor the match actually starts is boring.
Edited by 627, 29 November 2013 - 12:47 AM.
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