Edited by DONTOR, 20 December 2013 - 02:49 PM.


Skirmish Mode - This Is Battletech
#61
Posted 20 December 2013 - 02:48 PM
#62
Posted 20 December 2013 - 03:22 PM
One base. 1 team on defense,1 on offense. That is what Assault should be.
#63
Posted 20 December 2013 - 03:57 PM
Sug, on 20 December 2013 - 02:20 PM, said:
Oh I don't care. I just used my KDR math as an example.
Terrible meta. Much better to play it cool for the first half of the match and then swoop in at the end like a vulture.
Light mech at 100% at the start of the match = useless.
Light mech at 100% at the end of the match = win.
Totally this.
This drives me crazy. Lights should stay in hiding and scout in the first half of the match and go backstab people or **** lone LRM boats and snipers if an easy opportunity shows up. Late in the match when people are showing internals and less organized they can go do some real damage. People who suicide their Jenner into the enemy in the first 2 minutes, then complain about how everyone pilots Assaults and it's no fair....
Problem is not peoples mech choice. That problem exists between chair and keyboard.
#64
Posted 20 December 2013 - 04:06 PM
MischiefSC, on 20 December 2013 - 03:57 PM, said:
Yeah if you pilot a light and die in the first 5min of the match you're doing it wrong.
#65
Posted 20 December 2013 - 05:17 PM
#66
Posted 20 December 2013 - 06:12 PM
#67
Posted 20 December 2013 - 06:22 PM
#68
Posted 20 December 2013 - 06:57 PM
#69
Posted 20 December 2013 - 07:05 PM
#70
Posted 21 December 2013 - 04:14 AM
1. I have not seen a single greifer hiding out. Why would they? It is quicker to try to kite and kill some enemies and and the game so they can move to thier nect match quickly. Hiding reduced thier cbill and XP and is only done by the worst of worst people. IF they are hitting and running and being annoying thats not greifing thats GOOD PLAY if they can wear you down. There is more annoyance in conquest when a light runs and hides because they know the timer for win is on thier side.
2. I fought in places and ways i have not fought before. Some cool games:
- Caustic Valley: Predictably both massed on opposit sides of the caldera. Some sniping happened but quickly realised it was a silly attrition battle. Flankers started making plays until some of the big guys massed and poushed a side, the other side pushed the other way but instead of it become a stupid base cap at that point there was a chase around the crater killing stragglers, reposiotioning, reforming until the final showdown when the other team took the top of the caldera and pinned my team in the open. We lost but it was fun - i was the last guy alive trying to take down a beaten up stalker then escape for another joust but was caght mid jump.
- Crimson Straight: More communication now because there is no set tactic. We agreed to form up and scouts went out to find the enemy. A fierce running battle of lights and mediums happened on the fringes and the very top of the mountain was a battlefield for the first time ever as JJ mechs fought to get the best scouting position. We won that round but our heavier mechs were foundering not finding targets until ECM atlases came around our rear in the saddle and there was a fight through the streets that side where i have never seen combat. The ECM atlas played peekaboo through the streets as i jumped and harrassed but they had a guarding highlander sniper up high pluygging away and a commando running interference. The mini battle in those streets was heart pounding and exciting. Again i dies and my team lost but it was a great game and the next one might be fought somewhere totally different.
Without the fear of losing your base you DO roam around the map in new ways. Scouting becomes even more important because you dont know where the enemy might decide to move. The deathball is still adanger but flankers have a more interesting time because they can reposition better.
Anyway - i feel vindicated and i am probably going to sleect that as my prefered mode.
#71
Posted 21 December 2013 - 06:02 AM
Aloha, on 20 December 2013 - 06:57 PM, said:
Probably because other people are having fun in ways they don't approve of. Those same people probably also think it's a sin to have sex before marriage or for reasons other than procreation.
#72
Posted 21 December 2013 - 10:19 AM
It was pretty painful to watch. One guy trying to LRM them at point-blank range, the guy with the gauss shooting at nothing, the guy shooting at them on the other side of the building with LLs, the guy with the YLW who kept getting spooked walking around corners and shooting his own team with his AC20. The hilarious bit was that most of them were in Hero mechs. Proof of no pay to win, just because someone can buy a Hero mech doesn't mean they can shoot at anything.
Skirmish has been great for mediums and lights. I'm seeing less and less assault teams - the battle stays mobile, too slow and you'll get left behind or caught alone or pinned down. I'm finiding my Orion about as big and slow as I can take and still do well.
#73
Posted 21 December 2013 - 12:14 PM
Lyoto Machida, on 21 December 2013 - 06:02 AM, said:
I'm Senator O'Kanor and I disapprove of this message. JK.
So...skirmish is nice for collecting xp, but...meh my options for strategy just aren't as fun as assault.
#74
Posted 21 December 2013 - 12:28 PM
mwhighlander, on 17 December 2013 - 08:08 PM, said:
Biggest gripe I have is the matchmaker...
I had one of my ~8 games this afternoon where it was about 8 of us in medium ands 2 assaults v a team with 8 assaults and a catapult, orion, and two phracts. We were out tonned by about 450. In a mode like this, equal tonnages mean EVEN more. Its just pathetic the MM is still that dysfunction from time to time.
Other than that, games have been relatively close, and much more fun.
Understatement of the year.
Just had a game with 8 assaults and heavies vs 2 heavies and 0 assaults on our side.
Edited by NamesAreStupid, 21 December 2013 - 12:45 PM.
#75
Posted 21 December 2013 - 12:35 PM
#76
Posted 21 December 2013 - 12:42 PM
Damocles69, on 21 December 2013 - 12:35 PM, said:
Totally untrue. Mobility counts now and I've watched 2 Jenners destroy literally half of my team. Blackjacks, Shawks, Griffins and Wolverines running in 80-100kph groups, flanking, destroying/crippling missileboats and snipers and enemy D-DCs, I'm having a harder time keeping up in assaults. If you're not running at 70, you're in danger of being left behind or flanked.
Skirmish is all about the fast heavies and mediums and a light who keeps a low profile for the first part of the match can reap some serious havoc.
#77
Posted 21 December 2013 - 12:55 PM
MischiefSC, on 21 December 2013 - 12:42 PM, said:
Totally untrue. Mobility counts now and I've watched 2 Jenners destroy literally half of my team. Blackjacks, Shawks, Griffins and Wolverines running in 80-100kph groups, flanking, destroying/crippling missileboats and snipers and enemy D-DCs, I'm having a harder time keeping up in assaults. If you're not running at 70, you're in danger of being left behind or flanked.
Skirmish is all about the fast heavies and mediums and a light who keeps a low profile for the first part of the match can reap some serious havoc.
That's because you're team was split up. Skirmish is all about keeping the bloob. The one who splits, dies.
#78
Posted 21 December 2013 - 01:13 PM
NamesAreStupid, on 21 December 2013 - 12:55 PM, said:
If you split with a mobile force you can engage the blob from the direction they're not facing and backstab/whittle them to death or until they get irritated enough to split themselves. It's about patience more than anything I guess, if you have more than the blob you can win but if the blob is smart and keeps aware they'll prevail through superior alphas and armor values.
#79
Posted 21 December 2013 - 02:09 PM
NamesAreStupid, on 21 December 2013 - 12:55 PM, said:
Not really. That's just usually the best tactic because PUG matches don't involve voip and as a result they don't talk to each other or follow viable tactics. Lights work great in skirmishes if you have a good player.
#80
Posted 21 December 2013 - 04:53 PM
NamesAreStupid, on 21 December 2013 - 12:55 PM, said:
Incorrect.
Having a solid group is very important but flankers and splitting carefully can give much better results.
A blob is big and unweidly and is prone to being flanks and bombarded.
A solid core with a few flankers tyrying to turn and confuse the enemy works very well for instance.
Or a pincer movements are hammer and anvil etc- they are HARDER to do but are way more effective. Blobbing is just the simplest, easiest way for pugs to get some effective cohesion.
Hell blobbing is your best course of action in assault if you just defend near your base so you dont get capped out ... at least in skirmish you can blob in any part of the map and the enemy can then find ways to flush you out
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