I like how it took all of 3 days to go from Defenders OP attackers have no chance to, Attackers OP defenders have no chance


Meta Shift
Started by FrDrake, Dec 15 2014 11:54 AM
9 replies to this topic
#1
Posted 15 December 2014 - 11:54 AM
#2
Posted 15 December 2014 - 11:59 AM
Suddenly light mechs are awesome again, too.
#3
Posted 15 December 2014 - 12:03 PM
lol. That's already changed again 
The real meta is being built in IS vs IS org vs org matches and filtering out everywhere else. Light zerg rush counters have been developed, refined and deployed.
Though lights are incredibly useful and every winning strategy has them in the mix now. We're having to learn/create actual role warfare, ironically enough. Murderballs and bundles of nearly identical mechs are flat out inferior to coordinated mixed groups in CW. Dramatically inferior. We've just got years of practice doing what works in pug/group queue and unlearning it is a hard process for most of us.

The real meta is being built in IS vs IS org vs org matches and filtering out everywhere else. Light zerg rush counters have been developed, refined and deployed.
Though lights are incredibly useful and every winning strategy has them in the mix now. We're having to learn/create actual role warfare, ironically enough. Murderballs and bundles of nearly identical mechs are flat out inferior to coordinated mixed groups in CW. Dramatically inferior. We've just got years of practice doing what works in pug/group queue and unlearning it is a hard process for most of us.
#4
Posted 15 December 2014 - 01:38 PM
MischiefSC, on 15 December 2014 - 12:03 PM, said:
lol. That's already changed again 
The real meta is being built in IS vs IS org vs org matches and filtering out everywhere else. Light zerg rush counters have been developed, refined and deployed.
Though lights are incredibly useful and every winning strategy has them in the mix now. We're having to learn/create actual role warfare, ironically enough. Murderballs and bundles of nearly identical mechs are flat out inferior to coordinated mixed groups in CW. Dramatically inferior. We've just got years of practice doing what works in pug/group queue and unlearning it is a hard process for most of us.

The real meta is being built in IS vs IS org vs org matches and filtering out everywhere else. Light zerg rush counters have been developed, refined and deployed.
Though lights are incredibly useful and every winning strategy has them in the mix now. We're having to learn/create actual role warfare, ironically enough. Murderballs and bundles of nearly identical mechs are flat out inferior to coordinated mixed groups in CW. Dramatically inferior. We've just got years of practice doing what works in pug/group queue and unlearning it is a hard process for most of us.
Not surprised. After all I remember running dedicated Light Hunters not too long ago that just melted Jenners. Glad to see the organized and competitive scene getting deeper than the repeated cookie cutters we got with 12v12. Though it is what should happen considering how hard the quirks hit along with a true objective game mode.
Anyways, happy hunting!
#5
Posted 15 December 2014 - 01:43 PM
Zerg rushes against clans... have not seen an attempt to do so...
#6
Posted 15 December 2014 - 01:45 PM
MischiefSC, on 15 December 2014 - 12:03 PM, said:
lol. That's already changed again 
The real meta is being built in IS vs IS org vs org matches and filtering out everywhere else. Light zerg rush counters have been developed, refined and deployed.
Though lights are incredibly useful and every winning strategy has them in the mix now. We're having to learn/create actual role warfare, ironically enough. Murderballs and bundles of nearly identical mechs are flat out inferior to coordinated mixed groups in CW. Dramatically inferior. We've just got years of practice doing what works in pug/group queue and unlearning it is a hard process for most of us.

The real meta is being built in IS vs IS org vs org matches and filtering out everywhere else. Light zerg rush counters have been developed, refined and deployed.
Though lights are incredibly useful and every winning strategy has them in the mix now. We're having to learn/create actual role warfare, ironically enough. Murderballs and bundles of nearly identical mechs are flat out inferior to coordinated mixed groups in CW. Dramatically inferior. We've just got years of practice doing what works in pug/group queue and unlearning it is a hard process for most of us.
As a non-competitive, part time player, I am very curious how the current strategies for competitive groups play out now. Could you elaborate in detail please?
#7
Posted 15 December 2014 - 01:47 PM
I want to see a zerg rush win against a clan team before I can get on board to nerf this excellent
tactic
tactic
#8
Posted 15 December 2014 - 01:52 PM
I've spend this whole weekend in CW and I watched it evolve. Last nights games were different from games as early as Friday.
For kicks I took a couple missile boats in to some defend games and it took all of 2 games before I started seeing some really hardcore AMS decks. At one point I had a lance pushing my gate where each mech had dual AMS. It was a spider, firestarter, jester, and a thunderbolt all with dual AMS. That alone was cool to see.
For kicks I took a couple missile boats in to some defend games and it took all of 2 games before I started seeing some really hardcore AMS decks. At one point I had a lance pushing my gate where each mech had dual AMS. It was a spider, firestarter, jester, and a thunderbolt all with dual AMS. That alone was cool to see.
#9
Posted 15 December 2014 - 01:59 PM
Katotonic, on 15 December 2014 - 01:45 PM, said:
As a non-competitive, part time player, I am very curious how the current strategies for competitive groups play out now. Could you elaborate in detail please?
Not in public, plus you're a Clanner

The single biggest factor though is no longer 'landing the kill'. In fact in a lot of situations killing a mech is inferior to crippling or disarming it, both as attacker and defender. With reinforcements working as they do, killing a mech just spawns a fresh mech with new consumables and fire support from its dropship.
Also, teamwork. Use chat, communicate. You need scouts scouting, skirmishers skirmishing, targets getting called and enemy sightings reported. It only takes 1 player not sticking to the plan to blow an entire match. Attackers and defenders both tend to come down to 1 or 2 critical moments. Whatever team is best at sticking to the plan or adjusting to a plan change while in motion wins.
I've seen that trump, consistently, groups vs pugs and clan vs IS disparities. You drop CW, make sure your side has a leader. Do exactly what he says. Die where he says, shoot what he says. That is what gets you the win. As an attacker you can easily grind 10 wins without any of them scoring 100 pts - in fact that's close to ideal. It means you won more quickly and more efficiently. As a defender it's just the opposite for score so it evens out. As a defender you should be aiming for ~5 kills and 200 pts as an average.
#10
Posted 15 December 2014 - 02:13 PM
You dont need lights to Zerg Rush with clan mechs...i dont see why you would need only lights to do this with IS mechs either.
When your whole crew does 90kph, even the slowest, it makes this easy!
When your whole crew does 90kph, even the slowest, it makes this easy!

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