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Light Rush=Instant Cw Win?


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#21 Brody319

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Posted 13 December 2014 - 03:51 PM

Clans can drop SRM Stormcrows and put them down fast.

#22 DasSibby

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Posted 13 December 2014 - 04:02 PM

View PostWolfwood592, on 11 December 2014 - 11:41 PM, said:

Just wait until the frame rate is fixed and proper hit reg is in place.

One Base stand and 12 dead lights will end that crap real fast. Lets see him post that video.



Here's the video. I'm in the 2nd half of it...

#23 Davegt27

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Posted 13 December 2014 - 04:10 PM

I want to see them do that against a Clan unit

but it one way to win when its very hard for attackers to win

#24 Artgathan

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Posted 13 December 2014 - 04:24 PM

View PostDarth Futuza, on 13 December 2014 - 03:48 PM, said:

You can kill a lot of lights in 15 seconds if you are waiting for them.


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 Chuck Jager

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Posted 13 December 2014 - 04:28 PM

I have seen zerg only work with a well coordinated team. I have been clan and what I have noticed is IS bringing to many lights and not enough ranged alpha (dual gauss jaeger, GI hunchies w Gauss machine gun and elited cataphracts). Almost all of my victories have been watching lS lights get mowed down. How do you balance something that is completely OP in one situation and horrid in another.

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 Brody319

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Posted 13 December 2014 - 04:31 PM

alright look. The way you win on the attacking side is to Rush, its not to stand and fight, you rush in, ignoring most of the enemy and shoot the generator and kill it as fast as possible.

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 MahKraah

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Posted 13 December 2014 - 06:02 PM

there is a new meme... the davions win every attack they play on both maps... How?

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 Darwins Dog

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Posted 13 December 2014 - 07:14 PM

I think some of you are forgetting the rest of the deck. Sure you can kill the first wave easily. But the second wave WILL finish the job. Just run in, drop as much arty as you can, reform for the next wave and win. Ignore the turrets, they will spread their fire out, and the dropships aren't an issue since you never have to kill a single enemy. It's as skillful as cap rush used to be, but easier because you have four attempts at it.

#29 Zordicron

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Posted 13 December 2014 - 07:59 PM

View PostMahKraah, on 13 December 2014 - 06:02 PM, said:

there is a new meme... the davions win every attack they play on both maps... How?

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 Wookiemart

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Posted 13 December 2014 - 09:37 PM

30 minute wait time
check

90 seconds of gameplay
check

So it's functioning as intended PGI?

Edited by Wookiemart, 13 December 2014 - 09:38 PM.


#31 pwnface

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Posted 13 December 2014 - 09:52 PM

View PostMahKraah, on 13 December 2014 - 06:02 PM, said:

there is a new meme... the davions win every attack they play on both maps... How?

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 mania3c

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Posted 13 December 2014 - 10:05 PM

I don't blame them honestly...many groups tried to make coordinate attacks and failed..basically any tactics, which is not about ignoring all defenders and towers, will cause of attacker defeat. Cheese is only way to reliable do it. Maps and systems need complete overhaul IMHO..

#33 Errant Variable

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Posted 13 December 2014 - 10:30 PM

Rush attacks work 100% of the time I've seen clan Med/Heavies do it, and 0% of the time elsewhen. It's kind of frustrating when you see 12 timberwolves/stormcrows round the corner and not bother to shoot at you, because it's no longer needed.

#34 Lily from animove

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Posted 13 December 2014 - 10:32 PM

View PostDarth Futuza, on 13 December 2014 - 03:48 PM, said:

You can kill a lot of lights in 15 seconds if you are waiting for them.



true so they need 30 seconds then to own xD

you so funny.

#35 Lily from animove

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Posted 13 December 2014 - 11:13 PM

View PostMahKraah, on 13 December 2014 - 06:02 PM, said:

there is a new meme... the davions win every attack they play on both maps... How?

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 Brody319

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Posted 13 December 2014 - 11:16 PM

I would bring a JJ kitfox with a storm of SRMs, or a Firestarter A with JJs and jump up to murder him.

#37 Grey Ghost

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Posted 14 December 2014 - 10:43 PM

So... Inner Sphere versus Inner Sphere, anyone had success dealing with full Light Mech rushes? I haven't witnessed it being used immediately, but I have seen it in waves 3 / 4 repeatedly. Not sure what the Defense can do to take them out fast enough before the Objective goes down.

#38 ImperialKnight

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Posted 14 December 2014 - 10:51 PM

Coordinated pushes are practically impossible to defend against. It doesn't even have to be Light rush. The attackers have 4 waves, they just need to take off some health off the base each time.

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 MischiefSC

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Posted 14 December 2014 - 11:13 PM

You can shoot the guy in the gen box - the gen is mostly shoot-through for defenders, you can't hurt it. Drop arty on him too. LRMs are good. Also anyone you have with JJs to get up there and kill him.

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 Alistair Winter

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Posted 14 December 2014 - 11:18 PM

View Postknightsljx, on 14 December 2014 - 10:51 PM, said:

Coordinated pushes are practically impossible to defend against. It doesn't even have to be Light rush. The attackers have 4 waves, they just need to take off some health off the base each time.
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.





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