ok really, what is the most viable strategy to win at Assault Mode these days. it almost seems now that the team that goes on the offensive loses more often than not, i just don't like the answer "turtle to win".
if one team digs in and waits for the other team to get impatient. Assault "used" be my favored mode. i don't technically have a fav anymore.
Conquest is hit and miss on the length of time it takes to finish a match and my other option is the "Team Death Match", but then the more effective way to do that mode is "clump to win" (i'm rambling, sorry)
I Have A Serious Question About Assault Mode
Started by Leded, Jun 04 2014 11:26 PM
8 replies to this topic
#1
Posted 04 June 2014 - 11:26 PM
#2
Posted 04 June 2014 - 11:37 PM
depends on map for assault...
River City, B4/B2 are the high grounds to begin from then if the enemy does a frontal you can collapse down on them from your elevated position. It the enemy mirrors your move to high ground then the LRMs and snipers go at it until one side withdrawls then the other side presses across.
Alpine Peaks, The match here is determined by who can control F10 and the surrounding grids.
Terra Therma, the bases are too far apart to make turtling effective, it is effective but if one or two lances do not turtle then it is useless. So the best thing to do seems to herd the cats to E4 +/- one grid and duke it out.
Caustic Valley, if starting on the lake side, then D5 is a great sniper haven to keep the open area clear of enemy, the other side has an advantage down the 2 line. Try to stay out of the crater if you mech is not heat neutral, the crater is hotter than the rest of map.
Regardless, if on assault and you get legged or cored early on, do not gimp around until you die, go right away to make your way back to base, even if your team does not win the turrets might help you get another kill or 3. And if it is close, can help you turn it around.
River City, B4/B2 are the high grounds to begin from then if the enemy does a frontal you can collapse down on them from your elevated position. It the enemy mirrors your move to high ground then the LRMs and snipers go at it until one side withdrawls then the other side presses across.
Alpine Peaks, The match here is determined by who can control F10 and the surrounding grids.
Terra Therma, the bases are too far apart to make turtling effective, it is effective but if one or two lances do not turtle then it is useless. So the best thing to do seems to herd the cats to E4 +/- one grid and duke it out.
Caustic Valley, if starting on the lake side, then D5 is a great sniper haven to keep the open area clear of enemy, the other side has an advantage down the 2 line. Try to stay out of the crater if you mech is not heat neutral, the crater is hotter than the rest of map.
Regardless, if on assault and you get legged or cored early on, do not gimp around until you die, go right away to make your way back to base, even if your team does not win the turrets might help you get another kill or 3. And if it is close, can help you turn it around.
#3
Posted 04 June 2014 - 11:49 PM
well hey, a constructive post! thanks 7ynx. i will attempt to keep those in mind. preferably if i am playing with a friend. going in solo on almost any mode is a crap shoot most times
#4
Posted 05 June 2014 - 12:00 AM
@Leded: While I'm struck with the same issue as you, I also discovered there sometimes are much more tactical, more even matches than before introduction of turrets in assault mode.
A general problem is more than ever communication in Pickup Groups. Assaulting a turret defended base now requires some well protected and coordinated mechs to quickly get the turrets down and some other mechs to shield them against stragglers.
Since this level of coordination is mostly impossible with PUGs and just shambling to the same old spots doing the same old mistakes is much more easier such matches are scarce to be found.
A general problem is more than ever communication in Pickup Groups. Assaulting a turret defended base now requires some well protected and coordinated mechs to quickly get the turrets down and some other mechs to shield them against stragglers.
Since this level of coordination is mostly impossible with PUGs and just shambling to the same old spots doing the same old mistakes is much more easier such matches are scarce to be found.
#5
Posted 05 June 2014 - 01:05 AM
so they have a game mode that require coordination and team work, but we still don't have an in game support for corp/clan/guild/whatever we're gonna call it.
gonna stick with Team Death Match and blend in with the CoD group for now and maybe save the more interesting game modes for when i can que up with a couple friends
gonna stick with Team Death Match and blend in with the CoD group for now and maybe save the more interesting game modes for when i can que up with a couple friends
#6
Posted 05 June 2014 - 01:28 AM
Leded, on 05 June 2014 - 01:05 AM, said:
so they have a game mode that require coordination and team work, but we still don't have an in game support for corp/clan/guild/whatever we're gonna call it.
gonna stick with Team Death Match and blend in with the CoD group for now and maybe save the more interesting game modes for when i can que up with a couple friends
gonna stick with Team Death Match and blend in with the CoD group for now and maybe save the more interesting game modes for when i can que up with a couple friends
We have TS3, we have Private matches... we have support for team action... Just not the support you are looking for. Yet TM
Edited by Joseph Mallan, 05 June 2014 - 01:28 AM.
#7
Posted 05 June 2014 - 04:00 AM
Leded, on 04 June 2014 - 11:26 PM, said:
ok really, what is the most viable strategy to win at Assault Mode these days. it almost seems now that the team that goes on the offensive loses more often than not, i just don't like the answer "turtle to win".
if one team digs in and waits for the other team to get impatient. Assault "used" be my favored mode. i don't technically have a fav anymore.
Conquest is hit and miss on the length of time it takes to finish a match and my other option is the "Team Death Match", but then the more effective way to do that mode is "clump to win" (i'm rambling, sorry)
if one team digs in and waits for the other team to get impatient. Assault "used" be my favored mode. i don't technically have a fav anymore.
Conquest is hit and miss on the length of time it takes to finish a match and my other option is the "Team Death Match", but then the more effective way to do that mode is "clump to win" (i'm rambling, sorry)
Yeah, pretty much..
Assault is exactly like WoT with mechs. And in WoT, the team that gets impatient first loses 9/10 times. He who attacks loses.
Clump and turtle to win.....yup, pretty much....
This entire game is pretty much won by 2 large zergs...he who zergs better wins...
Or he who poptarts better wins, ofc I dont see much poptarting in Pugs.
#8
Posted 05 June 2014 - 04:08 AM
LordKnightFandragon, on 05 June 2014 - 04:00 AM, said:
Assault is exactly like WoT with mechs. And in WoT, the team that gets impatient first loses 9/10 times. He who attacks loses.
Exactly - what was my impression of WoT - hide let them come - kill most of them attack. 8 Kills and 7 Assists (or what was the name) for my 20 shots of my Hetzer
But hey they add an alternative game mode: instead of two bases - a single one.
in combination with Assault -> would be a kind of meat grinder... .one base in the middle with deactivated turrets (short range)....the team that capture first has an advantage - but to play hedgehog gives the opposing team the initiative - they can choose when and where to attack.
#9
Posted 05 June 2014 - 08:22 AM
Karl Streiger, on 05 June 2014 - 04:08 AM, said:
But hey they add an alternative game mode: instead of two bases - a single one.
yah know now that i think of it, i do recall that mode in WoT where there is a single base that has to be taken, that was kind of one of my favored ones, because it pretty much forces both teams to go on the offensive. not really sure why something like that is not in MWO yet.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users


















