Posted 14 December 2014 - 10:59 PM
If you take opinions of someone who has been playing CW the whole weekend, here it is:
Rushes are over-rated and under-rated at the same time.
Each and every rush can be stopped if countered early enough. The frozen map is simple, start shooting the enemy when they pass the gate and no more that 4-5 Mechs will even reach the base in order to get slaughtered by turrets. Leave the enemy alone until they reach your base and you have a problem, simply can't leg everyone in time.
The sulphur map is more complicated by having 3 approach routes, which is great from tactical point of view but complicates life of pugs because they have to cover more territory. The safest way to counter any rush is to have 1 scout at every gate and the whole force at omega. Once scout spots the enemy, unless it is 10+ Mechs, 1/2 of team moves to respective gate to help. Once the enemy team gets to omega, they are weakened (or still harrassed) and still have half of your team, turrets and dropships to face. In case enemy comes from 2 sides, simply make the other half of your team to help in the other direction. It is a general rule and sometimes needs some adjustments, but generally each defence battle we won was assured by doing exactly this, our losses came from inability to do what I just wrote. Also, team has to learn how to move within base, moving between buildings makes you arrive sooner but leaves you unable to shoot enemies that pop up near omega. Try sticking to the back of the base, this way you can easily defend from Mechs comming from both alpha and gamma while still defendinf Omega quite well.
Rushing is, in its core, a DPS issue. You gun the rush down early, you probably win. You start doing damage too late and you find yourself overpowered. Even average pugs (I was 1 of them) were capable of gunning down two waves of IS OP lights and our base was still at 50%. The rest was simple because the enemy had heavies and assautls - slow Mechs you can gun down long before they get into position where they can hurt you.
There are some OP things in CW, mostly on IS side - OP lights and that Thunderbolt with 3xERPPC that is better than most things Clans can come up with. Facing that thing? Yikes... Clans have one incredibly OP thing and it is called cooperation, most of Clan drops I saw were either 12-mans or few pugs+some big group. Can't really prevent that though, and it is not like it is Clan-exclusive. Congratz to CI for organizing FRR defence, for example.