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Defending Against A Rush Still Doesnt Work


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#41 InspectorG

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Posted 19 December 2014 - 05:04 PM

View PostXyroc, on 19 December 2014 - 01:12 PM, said:

I see the defending team fail every time when some idiot says " we have to go out and face them " ....

Keep you ass in the base close to & defending the primary objective as soon as those gates open up. Especially if you are a brawler.


YUP!!!

Was helping Kurita defend last night vs CSJ

We repelled 3 waves pretty easily.

Then...it happened.

Some scrubs got brave and went out to kill a beat up Stormcrow.
Several of us told the to get to base.

"Nah. Beta generator still has HP"(about 2 alphas worth)

Half of us rallied to the cannon, other half went to play with the newly buffed dropships or something.

CSJ pushed Alpha and the cannon fell.

Had that half of the team stayed at the cannon/ back 9 of base, im pretty sure we would have won.

#42 InspectorG

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Posted 19 December 2014 - 05:08 PM

View PostDahnyol, on 19 December 2014 - 04:47 PM, said:

poor map design lends itself to be exploited


The maps have problems, yes.

But,

poor gameplay will be exploited even more so.

#43 Chagatay

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Posted 19 December 2014 - 05:10 PM

View PostShadowFighter88, on 19 December 2014 - 02:42 PM, said:

I've actually had the opposite experience - every counter-attack game I've had against the Clans has gone more-or-less the same way:
  • IS attack and open a gate
  • Clan hold gate for a couple of minutes
  • After a few IS 'mechs die, the Clanners charge out and push all the way to the IS drop site.
I lost my last 'mech, a Hunchback, in seconds because there was nearly a whole Star worth of Clanners standing around under the dropship I came in on.




And this is how you want it to go down as a defender. If you aggressively fight them at the gate even outside the gate and don't allow them to gather pristine mechs, you can easily cause a rout. Trading mechs 1 for 1 is generally in the defense's favor in no man's land as long as you keep tabs on your number of spare mechs and sacrifice them accordingly in spectacular timely fashion (charging into the middle a big group and releasing art is lots of fun and hurts them bad*).

* If you are lucky the sheer amount of FF will outperform your arty strike.

Edited by Chagatay, 19 December 2014 - 05:38 PM.


#44 Beo Vulf

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Posted 19 December 2014 - 09:35 PM

View PostRebas Kradd, on 19 December 2014 - 01:18 PM, said:


Won't be enough when there are twelve enemy heavies ignoring everything but the generator. The armor gives them too much protection.

Go for one leg and move on to the next mech if they cant get there they cant kill it. you can kill any that get close and go back to mop up the legged mechs, but they will probably eject and go get another mech. Why they dont stay and tie people up is beyond me the more damage they can do to the defenders the better off the next wave is. Make the defenders use up their mechs.

#45 Krivvan

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Posted 19 December 2014 - 09:37 PM

View PostXyroc, on 19 December 2014 - 01:12 PM, said:

I see the defending team fail every time when some idiot says " we have to go out and face them " ....

When your team is all responsive and good, pushing out can often be the right decision in order to clean up the straggler and longer-range support mechs the enemy team has. You just need to do it fast enough to either finish and eject to get back to your base, or run back. You also still need people watching all gates.

If you want to stop a rush you need to stop them before they even get a foothold inside your base. You need to do serious, serious damage to them and start unloading well before they make it to the good positions to fight from.

Edited by Krivvan, 19 December 2014 - 09:38 PM.


#46 Mystere

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Posted 19 December 2014 - 09:47 PM

Meh! Falcon PUGs on defense just wiped a Steiner 12-man (can't remember unit).

Edited by Mystere, 19 December 2014 - 09:48 PM.


#47 Sandpit

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Posted 19 December 2014 - 10:42 PM

View PostMystere, on 19 December 2014 - 09:47 PM, said:

Meh! Falcon PUGs on defense just wiped a Steiner 12-man (can't remember unit).

no no no!

That means the invincible 12mans aren't invincible!

#48 spectralthundr

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Posted 19 December 2014 - 11:34 PM

View PostSandpit, on 19 December 2014 - 10:42 PM, said:

no no no!

That means the invincible 12mans aren't invincible!

They're not invincible, sure it's harder against a group all on coms, but have just had 3 successful drops on both offense and defense with a total pug team with just a few from a unit in a couple of them. If you communicate and your pugs are smart enough to actually listen, winning either side is plenty doable even vs 12 mans.

#49 Sandpit

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Posted 20 December 2014 - 12:18 AM

View Postspectralthundr, on 19 December 2014 - 11:34 PM, said:

They're not invincible, sure it's harder against a group all on coms, but have just had 3 successful drops on both offense and defense with a total pug team with just a few from a unit in a couple of them. If you communicate and your pugs are smart enough to actually listen, winning either side is plenty doable even vs 12 mans.

that was sarcasm dude lol

I beat 12mans on a pretty regular basis. as a pug
Just ask the Robinson family over at Davion :P

#50 spectralthundr

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Posted 20 December 2014 - 12:20 AM

View PostSandpit, on 20 December 2014 - 12:18 AM, said:

that was sarcasm dude lol

I beat 12mans on a pretty regular basis. as a pug
Just ask the Robinson family over at Davion :P

I know it was sarcasm, was just agreeing with ya :P

#51 ZenFool

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Posted 20 December 2014 - 12:37 AM

When all these habitual complainers get what they want we'll end up with candy crush mecha... Seriously, it will be HARD at first, but you need to understand that not every time you lose its because of some "game balance" issue.

#52 Sandpit

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Posted 20 December 2014 - 01:12 AM

View PostZenFool, on 20 December 2014 - 12:37 AM, said:

When all these habitual complainers get what they want we'll end up with candy crush mecha... Seriously, it will be HARD at first, but you need to understand that not every time you lose its because of some "game balance" issue.

PGI really seems to be "towing the line" at this point. They've catered to "casual" players in just about every way they possibly can, even to the extent of alienating other players.

It's become very apparent since CW dropped that some of thsoe players are never going to be happy unless the entire game is catered exclusively to them. Unfortunately for them, record breaking numbers, a resurgence of old players coming back for CW, and a few other factors have shown that the game has catered enough to that "casual" crowd and it's time to start adding in some options for others.

Threads like this show that kind of mentality. Some think that because they can't do soemthing effectively that it MUST be a gameplay or balance issue. Never mind the other players in the same setting tell them otherwise and even offer tips and adivce on how to do it. There's always going to be that "10%" that is going to complain regardless. Is the game perfect? Of course not, but it does have several options to play it in various settings that appeal to a much wider demographic now.

TL;DR
Some will never be happy no matter what. They think they're "special" and the entire game should exclusively cater to them. Fortunately PGI doesn't seem to be doing that anymore.





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