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Gamma Rush On Sulfur Map


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#1 RockmachinE

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Posted 15 December 2014 - 09:29 AM

This map heavily favors a gamma rush. If the attackers simply ignore the defenders and go straight for the generator they almost always do more than 50% damage, then just rinse and repeat. They don't even need to attack gate, just JJ across.

The attacking team simply has too many hitpoints and there's not enough time to kill them before they get there and the generator goes down to easily.

I've yet to win a defense on this map against this tactic, if the whole enemy team is on board with it. Before someone comes in saying it can be done. Yes it can. However nothing but sheer luck or the most water proof coordinated defense can stop a dedicated full team rush. I haven't won a single defense against this tactic today.

People have caught on to it and are doing it constantly. This needs rebalancing.

#2 Spheroid

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Posted 15 December 2014 - 09:37 AM

I think Alpha is the best route personally.

#3 Bishop Steiner

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Posted 15 December 2014 - 09:42 AM

View PostSpheroid, on 15 December 2014 - 09:37 AM, said:

I think Alpha is the best route personally.

I like Beta. No one expects Beta.

#4 Procale

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Posted 15 December 2014 - 09:45 AM

I have defended against gamma and it had nothing to do with luck. I don't know what you mean by waterproof. Alpha generally is thegate i've seen more success with attacking through.

#5 RockmachinE

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Posted 15 December 2014 - 09:52 AM

This just happened after the post. I was just on attacking team with a 4 man and the rest solos.

1.) We attacked alpha and failed badly
2.) Convinced people to rush gamma - generator got hit for more then 50%
3.) Regrouped and rushed gamma again and won, most of the attacking force still standing.

I'm telling you gamma rush is the weak spot in this map.

#6 Rossario x Vampire

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Posted 15 December 2014 - 09:59 AM

View PostLouis Brofist, on 15 December 2014 - 09:29 AM, said:

This map heavily favors a gamma rush. If the attackers simply ignore the defenders and go straight for the generator they almost always do more than 50% damage, then just rinse and repeat. They don't even need to attack gate, just JJ across.

The attacking team simply has too many hitpoints and there's not enough time to kill them before they get there and the generator goes down to easily.

I've yet to win a defense on this map against this tactic, if the whole enemy team is on board with it. Before someone comes in saying it can be done. Yes it can. However nothing but sheer luck or the most water proof coordinated defense can stop a dedicated full team rush. I haven't won a single defense against this tactic today.

People have caught on to it and are doing it constantly. This needs rebalancing.

Solution is simple... heavy defence turrets perimeter near Generator. I told before that near Gen we need heavy turrets armed with 4xLPL+4xSRM6. -_-


Vote for Heavy Duty Turrets.

Edited by Rossario x Vampire, 15 December 2014 - 10:00 AM.


#7 STEF_

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Posted 15 December 2014 - 10:03 AM

View PostLouis Brofist, on 15 December 2014 - 09:52 AM, said:


I'm telling you gamma rush is the weak spot in this map.


Every point, alpha, beta and gamma. For the 5 sec needed to reach the generator, even with a medium or fast heavy .... what a map.... :wacko:

#8 Macksheen

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Posted 15 December 2014 - 10:08 AM

View PostBishop Steiner, on 15 December 2014 - 09:42 AM, said:

I like Beta. No one expects Beta.

Posted Image

#9 Motroid

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Posted 15 December 2014 - 10:10 AM

Defending works best when intercepting early and only going for one leg and then switch to the next target. When all attackers are legged secure cannon and go finish them off and wait for the second wave. Early interception and legging without killing is key to defense.

#10 Brody319

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Posted 15 December 2014 - 10:17 AM

every time I win I go through Beta. Those buildings give some cover.

#11 SaltBeef

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Posted 15 December 2014 - 10:25 AM

Some perimeter alarm towers or better yet!,,,,,,,.... a huge screen the shows a camera view of the approaches can be destroyed if infiltraters hit the screens....big screens.

Add a choke point area that randomly changes say 5 different maps of the same map with.........A Prison that has POW,s you must hold off the forces until the dropship arrives to get them offworld.

The prison is not your base only has mg towers and a few ground turrets.

Edited by SaltBeef, 15 December 2014 - 10:29 AM.


#12 Axeface

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Posted 15 December 2014 - 10:27 AM

Just had this happen, my second ever game in cw. If this is how its going to be I think I'm done. Now, the problem with this is that the defenders literally cant do anything, the game lasted about 2 minutes - the attackers might lose a few mechs, but if the whole attacking team just walks in and start shooting at the base its over. 90% of them were Timbers, of course.

#13 Gyrok

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Posted 15 December 2014 - 10:30 AM

View PostLouis Brofist, on 15 December 2014 - 09:52 AM, said:

This just happened after the post. I was just on attacking team with a 4 man and the rest solos.

1.) We attacked alpha and failed badly
2.) Convinced people to rush gamma - generator got hit for more then 50%
3.) Regrouped and rushed gamma again and won, most of the attacking force still standing.

I'm telling you gamma rush is the weak spot in this map.


Negative, if your opponent has half a clue, Gamma rush fails...the sides take the longest route to get to the generator...

(If the sides are the longest...the shortest route is...?)

#14 LordKnightFandragon

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Posted 15 December 2014 - 10:38 AM

View PostGyrok, on 15 December 2014 - 10:30 AM, said:


Negative, if your opponent has half a clue, Gamma rush fails...the sides take the longest route to get to the generator...

(If the sides are the longest...the shortest route is...?)



I was on Sulpher, enemy attacked beta several times and were stuffed horribly. Only after they did rush Gamma and Alpha did they finally win. But hey diddle, diddle, right up the middle was getting them destroyed. Beta is just a narrow corridor for the attackers to come through while gamma and alpha are more open....defense on beta just needs to sit and shoot whoever is the first one in the conga line...and go down the line.

#15 Bishop Steiner

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Posted 15 December 2014 - 10:41 AM

View PostStefka Kerensky, on 15 December 2014 - 10:03 AM, said:


Every point, alpha, beta and gamma. For the 5 sec needed to reach the generator, even with a medium or fast heavy .... what a map.... :wacko:

agreed.

Though oddly, attack or defend I have yet to lose a match..... even PUGing in CW.

But Sulfur does have significantly less cushion for soaking rushes. But to claim Gamma is the magic key? Have not seen it myself. Actually have found (seriously) Beta to have a better approach, overall, but not by a large margin.

View PostLordKnightFandragon, on 15 December 2014 - 10:38 AM, said:



I was on Sulpher, enemy attacked beta several times and were stuffed horribly. Only after they did rush Gamma and Alpha did they finally win. But hey diddle, diddle, right up the middle was getting them destroyed. Beta is just a narrow corridor for the attackers to come through while gamma and alpha are more open....defense on beta just needs to sit and shoot whoever is the first one in the conga line...and go down the line.

Actually, Beta is for tactics. Draw attackers to alpha or gamma, shoot fast lance up beta, Generator destroyed, 15-20 seconds.

For death blob, yeah the sides are probably better.

#16 Mystere

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Posted 15 December 2014 - 10:42 AM

Go for them legs. :ph34r:

#17 topgun505

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Posted 15 December 2014 - 10:46 AM

The light zerg-rush will work regardless of gate. I suspect PGI may need to increase the hitpoints of the gun generator in order to prevent this. They also must remove the gap behind the gun generator that a light can jump into where nobody can shoot him. That was a major blunder on PGIs part. But beta is .... beta.

Edited by topgun505, 15 December 2014 - 10:48 AM.


#18 Chagatay

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Posted 15 December 2014 - 10:47 AM

They just need to squish this silly zerg stuff. A possible fix is to add a small but steady repair function to the generator after x secs of not taking damage that causes it to auto repair. That way you can still zerg it but you need to do it with one go.

Edited by Chagatay, 15 December 2014 - 10:47 AM.


#19 Bulletsponge0

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Posted 15 December 2014 - 10:54 AM

View PostBishop Steiner, on 15 December 2014 - 09:42 AM, said:

I like Beta. No one expects Beta.

Posted Image


(crap...Ninja'd by macksheen)

Edited by Bulletsponge0, 15 December 2014 - 10:55 AM.


#20 Violent Nick

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Posted 15 December 2014 - 10:56 AM

View PostLouis Brofist, on 15 December 2014 - 09:29 AM, said:

This map heavily favors a gamma rush. If the attackers simply ignore the defenders and go straight for the generator they almost always do more than 50% damage, then just rinse and repeat. They don't even need to attack gate, just JJ across.

The attacking team simply has too many hitpoints and there's not enough time to kill them before they get there and the generator goes down to easily.

I've yet to win a defense on this map against this tactic, if the whole enemy team is on board with it. Before someone comes in saying it can be done. Yes it can. However nothing but sheer luck or the most water proof coordinated defense can stop a dedicated full team rush. I haven't won a single defense against this tactic today.

People have caught on to it and are doing it constantly. This needs rebalancing.


I always discounted Gamma after seeing the long lines of sight it offered the enemy in defence. I may try it after this.. I do wonder about the calibre of your opponents though. Would be hard to rush clans like that given their effective range.





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