

Light Rush=Instant Cw Win?
#21
Posted 13 December 2014 - 03:51 PM
#23
Posted 13 December 2014 - 04:10 PM
but it one way to win when its very hard for attackers to win
#24
Posted 13 December 2014 - 04:24 PM
Darth Futuza, on 13 December 2014 - 03:48 PM, said:
Agreed, but that's a pretty big IF. If you're in a large group, sure - you can be prepared. If you're in a PUG drop you might have some issues wrangling everyone.
Also the 'just eject and change mechs' argument is pretty weak. Best case is that you do this right when the next wave is arriving (meaning you have an instant respawn) - but that means you've thrown away a mech that was probably heavier than a light, so you're not at a disadvantage even if you wipe out the rush. Worst case is you wait 30 seconds to respawn (which may not be fast enough to make a real difference) and still lose a mech.
#25
Posted 13 December 2014 - 04:28 PM
The best cheese move is throwing arties/airstrike under the defender drop ship. It looks like if done correctly, the attacker may be able to damage mechs and the cannon at the same time on some maps. I have a feeling we will see changes for dropships.
Hit reg on lights is not as big a deal if you can turn your tracking down with the game settings or with mouse software. Also as clan the lrms track wonderfully onto them for less heat than lasers. I think it has more to do with the nature of the speed of certain builds and laser weapon along with the internet variables outside of pgis control.
#26
Posted 13 December 2014 - 04:31 PM
You should always, ALWAYS be expecting a rush because its pretty much the only way to win. You stay near Omega and you murder anything that comes close.
#27
Posted 13 December 2014 - 06:02 PM
they do a push with meds and heavys and 2-3 spiders,the med and heavys distract the defenders while the spiders get to the generator with or without the bigger comrades. at the generator they jump ONTO the generator walk 3 steps towards the gun and are invincible! a single spider kill the orbital-gausgun with a single small laser because noone can shoot at him , you can not even see him. they disapear behind the generator and the gun.
it is a undefendable attack especialy on sulphur due to the short distance between gate and gun.
i lost the last 4 defenses that way , you simply cant do anything about it.
that fu..... coward sitting there laughing at all the defenders , taking its itme, possibly smoking a cigarette, while shredding the gun.
it is so frustrating you are standing 10m infront of him with all 12 mechs, knowing he is there but unable to scratch him.
the most frustrating part is that the davies do this EVERY fight.
defending is now pointless.
#28
Posted 13 December 2014 - 07:14 PM
#29
Posted 13 December 2014 - 07:59 PM
MahKraah, on 13 December 2014 - 06:02 PM, said:
they do a push with meds and heavys and 2-3 spiders,the med and heavys distract the defenders while the spiders get to the generator with or without the bigger comrades. at the generator they jump ONTO the generator walk 3 steps towards the gun and are invincible! a single spider kill the orbital-gausgun with a single small laser because noone can shoot at him , you can not even see him. they disapear behind the generator and the gun.
it is a undefendable attack especialy on sulphur due to the short distance between gate and gun.
i lost the last 4 defenses that way , you simply cant do anything about it.
that fu..... coward sitting there laughing at all the defenders , taking its itme, possibly smoking a cigarette, while shredding the gun.
it is so frustrating you are standing 10m infront of him with all 12 mechs, knowing he is there but unable to scratch him.
the most frustrating part is that the davies do this EVERY fight.
defending is now pointless.
Sounds like they need to add an effect to the generators, I am thinking like.... the lava effect from mordor, except triple strength. Sure they can jump up there, but then in 5 seconds they will overheat and die from self inflicted shutdown dmg. Presto, no more hiding in plain sight.
PGI also needs to add more time to the game clock, and then sounds like they should triple the hit points of the objectives. More time in the game means more time for tactics and more time to kill the objective also. Slow down the fights.
#30
Posted 13 December 2014 - 09:37 PM
check
90 seconds of gameplay
check
So it's functioning as intended PGI?
Edited by Wookiemart, 13 December 2014 - 09:38 PM.
#31
Posted 13 December 2014 - 09:52 PM
MahKraah, on 13 December 2014 - 06:02 PM, said:
they do a push with meds and heavys and 2-3 spiders,the med and heavys distract the defenders while the spiders get to the generator with or without the bigger comrades. at the generator they jump ONTO the generator walk 3 steps towards the gun and are invincible! a single spider kill the orbital-gausgun with a single small laser because noone can shoot at him , you can not even see him. they disapear behind the generator and the gun.
it is a undefendable attack especialy on sulphur due to the short distance between gate and gun.
i lost the last 4 defenses that way , you simply cant do anything about it.
that fu..... coward sitting there laughing at all the defenders , taking its itme, possibly smoking a cigarette, while shredding the gun.
it is so frustrating you are standing 10m infront of him with all 12 mechs, knowing he is there but unable to scratch him.
the most frustrating part is that the davies do this EVERY fight.
defending is now pointless.
I had 2 spiders try to do this and I jump sniped both of them with a ctf3d. You can hit then if you have jump jets, you can also get in the same position as them if you have enough jj. This is definitely a tactic that can be countered
#32
Posted 13 December 2014 - 10:05 PM
#33
Posted 13 December 2014 - 10:30 PM
#35
Posted 13 December 2014 - 11:13 PM
MahKraah, on 13 December 2014 - 06:02 PM, said:
they do a push with meds and heavys and 2-3 spiders,the med and heavys distract the defenders while the spiders get to the generator with or without the bigger comrades. at the generator they jump ONTO the generator walk 3 steps towards the gun and are invincible! a single spider kill the orbital-gausgun with a single small laser because noone can shoot at him , you can not even see him. they disapear behind the generator and the gun.
it is a undefendable attack especialy on sulphur due to the short distance between gate and gun.
i lost the last 4 defenses that way , you simply cant do anything about it.
that fu..... coward sitting there laughing at all the defenders , taking its itme, possibly smoking a cigarette, while shredding the gun.
it is so frustrating you are standing 10m infront of him with all 12 mechs, knowing he is there but unable to scratch him.
the most frustrating part is that the davies do this EVERY fight.
defending is now pointless.
would actually report him, because tht is exploiting.
#36
Posted 13 December 2014 - 11:16 PM
#37
Posted 14 December 2014 - 10:43 PM
#38
Posted 14 December 2014 - 10:51 PM
One problem with defenders is being too far forward that they can't make it back to base. The defense line need to be around the base where the turrets adds to your firepower
#39
Posted 14 December 2014 - 11:13 PM
People stop this all the time. If you're not stopping it the problem isn't the tactic - it's how you're dealing with it.
Defenders drop on top of the base with fresh mechs and dropships. They spawn right at the gun generator. Attacking is already way harder than defending. You'll win 3 defends for every 1 attack at least.
#40
Posted 14 December 2014 - 11:18 PM
knightsljx, on 14 December 2014 - 10:51 PM, said:
One problem with defenders is being too far forward that they can't make it back to base. The defense line need to be around the base where the turrets adds to your firepower
I don't really agree. I've seen the same thing happen, but I think it may be because people aren't really making the right choices so far. People aren't forming good firing lines around the gates. When the attackers push through, they can only do this with 3-4 mechs at a time. Usually a column two mechs wide. When those first two mechs push through, there should ideally be 10 defending mechs blasting their legs. Aiming only for their legs. If you take out the legs of the first mechs, you slow them down and you make it harder for the rest of the attackers to push through. As soon as you leg one mech, target the next attacking mech and focus on one leg. When the first few mechs are legged, you've probably come some way towards slowing down their zerg rush straight for the turrets. Incidentally, all your friendly turrets will help you leg the enemy mechs as well, so even if you don't manage to leg every attacking mech, there's a chance that they'll lose at least one leg when they keep pushing through your turrets.
If you manage to slow down the attack, you'll have time for dropships to bring in reinforcements.
Yes, you have more firepower if you let the attackers come all the way to your orbital cannon, but you're also essentially letting them destroy your outer defenses for free, and there's always going to be one or two assault mechs just charging your orbital cannon like a Uruk-hai, ignoring all incoming fire to take some of its health away. And then you lose a chunk of your orbital cannon for every wave, which often makes the final wave very dangerous.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users