Since clan invasion, i know people have lost their habit...
But what i am seing is very boring:
- alpha and bravo are running far away,
- charlie trying to catch lpha and bravo, and on some maps, being catched alone by ennemy (Caustic Valley & River City)
- they run in circle... like beheaded chickens... not waiting slowest mechs. They usually die one by one, from the fastest to the slowest
- they don't listen "please wait" or "please stop and take position"
- they loose
I think they dont know the difference between, get the F out, find cover, and fall back WHILE still fighting.
Since you cant herd cats, getting pugs to kite a hard advance is...unlikely. Then again, getting pugs to form a strong advance kinda just happens out of luck. One the ball gets rolling they contribute. Until then, meek.
Yeah, I see this a lot on Tourmaline lately: The center and right lances all go far right(counterclockwise) and the left lance is left very vulnerable to attack from the side; if this lance is slow mechs, they're all dead meat, and the other two lances have extended way way too far to return.
Be mindful of all three lances and their position & vulnerabilities.
This is actually a tactic developed by high elo competitive players for certain maps such as Tourmaline. Basically you ball into a death ball and circle (usually counterclockwise) to catch the tail end of the other team.
The other team can either stop to fight, in which case they can be flanked, or they must circle with you as you each try to consume the laggards on the other team. Usually the faster circling team wins.
If you have Charlie lance being really slow, what you can do is have charlie delay or turn to fight, in which case the other two lances can try to cut the circle short to catch the enemy team in a pincer movement. The whole thing works really well if you are:
A: Fast
B: carry all your weapons on your right side
C: can poptart.
Basically a tactic built for Dragonslayers and the new Timberwolfs.
The key to that tactic though is coordination Jiggly. It's fairly easy to pull off with a 12-man, but with only 1 or maybe 2 premades, and pugs galore, it's not likely to happen in an effective fashion.
The key to that tactic though is coordination Jiggly. It's fairly easy to pull off with a 12-man, but with only 1 or maybe 2 premades, and pugs galore, it's not likely to happen in an effective fashion.
Neither team above was actually a 12 man. Actually both were 2xpremades plus pugs. The tactic works OK as long as everybody gets the general idea. In a way its actually one of the easier tactics to do in pugs. Of course with better coordination you're going to be much more successful.
The key to that tactic though is coordination Jiggly. It's fairly easy to pull off with a 12-man, but with only 1 or maybe 2 premades, and pugs galore, it's not likely to happen in an effective fashion.
It actually works fine in PUGs.
At higher Elos. Even PUGs in those games can be a wildcard player and read the flow well enough to adapt.
Yeah, I see this a lot on Tourmaline lately: The center and right lances all go far right(counterclockwise) and the left lance is left very vulnerable to attack from the side; if this lance is slow mechs, they're all dead meat, and the other two lances have extended way way too far to return.
Be mindful of all three lances and their position & vulnerabilities.
Use your text chat, we're not mind readers.
Hard to use chat when you got this problem.
Happening more now, getting annoying.
The clans also brought with them more team damage.
LOL I know what you mean. I just got my Timberwolf yesterday. Shot teammates in the back all day because I wasn't yet used to the movement mechanics. It's going to take a few days of practice before I can poptart with grace and elegance again.
This is actually a tactic developed by high elo competitive players for certain maps such as Tourmaline. Basically you ball into a death ball and circle (usually counterclockwise) to catch the tail end of the other team. The other team can either stop to fight, in which case they can be flanked, or they must circle with you as you each try to consume the laggards on the other team. Usually the faster circling team wins. If you have Charlie lance being really slow, what you can do is have charlie delay or turn to fight, in which case the other two lances can try to cut the circle short to catch the enemy team in a pincer movement. The whole thing works really well if you are: A: Fast B: carry all your weapons on your right side C: can poptart. Basically a tactic built for Dragonslayers and the new Timberwolfs. For example see: http://www.twitch.tv...gtv/b/540388921 Match starts at 19 minute mark. You can see the circle a bit better from my perspective:
Are you joking, this is not a plan you want to follow as its extremely easily countered by any remotely competent team. Even when up against Muppets there is about a 50% chance that their van guard catch your rear guard and do to you what you wanted to do to them.
Edited by William Knight, 23 June 2014 - 12:57 AM.
Are you joking, this is not a plan you want to follow as its extremely easily countered by any remotely competent team. Even when up against Muppets there is about a 50% chance that their van guard catch your rear guard and do to you what you wanted to do to them.
Are you claiming to have an alternative 100% winning strategy?
As a man who piloted a solo Clan Assault mech who was abandoned on Terra Therma, I want to find the Locust pilot that came to my aid... and empty both Gauss Rifles that were on the Dire Wolf I was playing into it's cockpit for running up, killing the Nova I had just legged and was about to kill, and abandoning me again.
Clan assault mechs do not have the speed to keep up with the team unless the team is entirely Stalkers and Dire Wolves, and even then, Speed Tweek would make the major difference.
Now, where can I find that Locust? He owes me a kill... and I'd gladly make it him.
Tarriss Halcyon, on 23 June 2014 - 07:15 AM, said:
As a man who piloted a solo Clan Assault mech who was abandoned on Terra Therma, I want to find the Locust pilot that came to my aid... and empty both Gauss Rifles that were on the Dire Wolf I was playing into it's cockpit for running up, killing the Nova I had just legged and was about to kill, and abandoning me again.
Clan assault mechs do not have the speed to keep up with the team unless the team is entirely Stalkers and Dire Wolves, and even then, Speed Tweek would make the major difference.
Now, where can I find that Locust? He owes me a kill... and I'd gladly make it him.
It's not 'kill theft' it's 'teamwork'.
Or, that's what I'm told. It is pretty bad that he didn't stick around to guard your slow-ass rear though.