Sandpit, on 18 December 2014 - 08:58 AM, said:
Truth is, it's not the game you're playing. You're playing MWO:CW. If you shut down a strategy like that it becomes far less common. This isn't a game balance issue really. it's a convenience issue. It's convenient for solos and uncoordinated pugs to use the deathball equivalent.
If it were as common as you're suggesting and the only tactic viable or used, we wouldn't have "attackers can't win" threads.
The problem is, pugs don't really have the ability to plan out drop decks and coordinate with voice coms like a 12-man does. Any group of PUGs and <6 man groups will be at a distinct disadvantage for that. The only strategy a PUG can reasonably do is death ball to a gate and push through with sheer numbers and hope a few make it to Omega. Maybe a couple of PUG lights will make it through in the swirling melee.
I'll tell you from my experience in CW doing solo... its abysmal.
So far I've only faced 12 man clan units and I've only gotten counter-attack missions. Not one was on defense and most of them have been on Boreal Vault. The clans sit at the top of the hill behind the gate with LRMboating TBRs and the Gauss sniping DWF and core anybody trying to open gates. But gates usually get open regardless and then the other 8 mechs, usually SCRs with a few HBRs screening with ECM.
12-man clans defending against a group of random solos is almost always going to win. And this has been my entire solo experience in CW.
Prior to drop I try to find out which solos have light mechs (hell any will do) and if they'd try a rush. I usually get nonsense chatter back or they'll say they're into it but drop in a LRM AS7-D or something totally against what they said they'd do and it becomes a loss before the first mech hits the ground.