does anyone else find doing the counter attack invasion hard? Even with good teamwork getting past the gates either cause a mech getting seriouly damaged or destroyed. anyone think it would help lowering the defence's mech tonnage? I've heard that it take 3 times the defenders to force a conclusion so half the tonnage or somewhere around that.
2
Invasion Attacking Too Hard
Started by Maximillian T, Dec 20 2014 08:10 PM
3 replies to this topic
#1
Posted 20 December 2014 - 08:10 PM
#2
Posted 20 December 2014 - 09:01 PM
the whole system is out of wack, we need more victory conditions for both sides! let the defenders destroy Hrothgar or Overlord dropships as well as all the mechs.
Edited by zudukai, 20 December 2014 - 09:03 PM.
#3
Posted 20 December 2014 - 09:06 PM
Attack or Counter-Attack, it does not matter. What matters is team work as well as misdirection, particularly if the attacker is IS vs Clan defenders.
People are stepping up to provide direction, the issue is most IS teams are pug groups and they tend to fight as pugs.
Turn it around. What if the defenders were lvl 8-10 AI mechs, and there were more than 12 of them, 24 or 36? Would you approach them as you are doing with the defenders, be it Clan or IS?
Finally, PGI has just released CW. No one said it would be perfect out of the game. And they are Canadians , even if they do have some Yanks across the way. The question is just how far do they have to go, what has not been put out there yet?
Those are my viewpoints.
(bows)
People are stepping up to provide direction, the issue is most IS teams are pug groups and they tend to fight as pugs.
- Usually it is one or two pilots trying to take down the gate generator. Singular. Those pilots get slaughtered while most everyone else is chilling.
- Turn it around with the Clans attacking and they are generally hitting more than one gate and it is several pilots, even if they are rotating out but it is still better than the one/two IS mechs.
- Even though there are few Clan models, the ECM models can be different variants thus they are also able to bring more ECM mechs to play. IS do not.
- Turn it around with the Clans attacking and they are generally hitting more than one gate and it is several pilots, even if they are rotating out but it is still better than the one/two IS mechs.
- After the gates are open...many IS groups do NOT move in together. Tis like they are in their normal pug matches taking pop shots.
- Now think about the above.....Even in pug matches that are made up of mixed IS/Clan mechs, the ones who are more aggressive/determined (not mindless) to move into position, and from one position to another also have speed on their side.
- A few will say, but the other side is almost a full unit, and likely on VOIP. So? Part of the resolution is better communication but we have no ETA if/when PGI will improve the in game chat windows. Maybe if most were not all in the same room that may have been worked out earlier . The other part is experience. If you blindly go charging in you will not learn anything. Observe how the full/almost full units setup.
- Now think about the above.....Even in pug matches that are made up of mixed IS/Clan mechs, the ones who are more aggressive/determined (not mindless) to move into position, and from one position to another also have speed on their side.
- Targeting
- The lack of focus fire. Really can not have focused fire if not moving as a group, even if it is 3/4 groups with a bit of spread between them as to not choke things up. And do not forget that most mechs can twist quite a bit. If ya can not kill a mech, leg it. A slow moving mech is an easier mech to hit and destroy. Also, if ya just leg it, does the clanner still try to move to a firing position or does he eject? Remember, if ya can not put burn a faction, slow them up. Their goals are slightly different than yours as the attacking unit with the current set goals. This is why blitzing worked so well, and still does if you are able to accomplish a few goals each time.
- Mech selection
- As noted, Clans have fewer models but can create lots of different variants. For IS though, we have tons of models and only 3-5 variants. Most can not carry an equal load on both sides of the mech. Have to decide on XL for more speed/equipment or Standard and be slower than your opposite and fewer/lighter weapons.
- Several IS mechs with some sweet quirks but they do not really stand out when only 1 or 2 show up for the drop when compared to several Twolves/Scrows (different variants).
- The above is the one of the other critical things, that is an OP/CW deck. Not all but many units, be Clans or IS, likely have target drop decks, each with a different goal. For those who have played other games where there were raids/etc, the most successful units calculated and tweaked whatever setup they were using.
- As noted, Clans have fewer models but can create lots of different variants. For IS though, we have tons of models and only 3-5 variants. Most can not carry an equal load on both sides of the mech. Have to decide on XL for more speed/equipment or Standard and be slower than your opposite and fewer/lighter weapons.
Turn it around. What if the defenders were lvl 8-10 AI mechs, and there were more than 12 of them, 24 or 36? Would you approach them as you are doing with the defenders, be it Clan or IS?
Finally, PGI has just released CW. No one said it would be perfect out of the game. And they are Canadians , even if they do have some Yanks across the way. The question is just how far do they have to go, what has not been put out there yet?
Those are my viewpoints.
(bows)
Edited by Tarl Cabot, 20 December 2014 - 09:09 PM.
#4
Posted 25 December 2014 - 10:18 PM
Couple of things
1) leg enemy when attacking, dont kill. move past them and on to objctives. No one likes to Eject and it will make the second wave easier. killing means they respawn fresh on your head when attacking.
2) move as group or 2 groups, just dont stop and try and fight
3) there is little difference between IS and Clan other than range. on the sulphur map there is enough cover that is irrellevent. the other one you need to be a bit more careful.
4) RUN AND DROP off the ramps when firingon the generators, you can take them out quickyl with minimal damage, if you have ECM use it, if you can coordinate 2 or more mech to do it at the same time on each gate they hve to split fire reducing damage.
5) dont be afraid to die. especially when attacking, its almost worth 3 mechs grouping, running in and destroying the gen ignoring the enemy will work on gen 1 and 3 almost every time. who cares if they are 20 killsup if you win.
Splitting groups and pugs is a bad idea, not for the reasons above (the idea pugs dont learn is privilidge crap, its harder and pugs needs to learn quicker to survive). Its because group games would never happen as often pugs fill the gaps to make up numbers, with out them many group matches just wouldnt happen or group sizes would need to be restricted to maximise the chance of matches
1) leg enemy when attacking, dont kill. move past them and on to objctives. No one likes to Eject and it will make the second wave easier. killing means they respawn fresh on your head when attacking.
2) move as group or 2 groups, just dont stop and try and fight
3) there is little difference between IS and Clan other than range. on the sulphur map there is enough cover that is irrellevent. the other one you need to be a bit more careful.
4) RUN AND DROP off the ramps when firingon the generators, you can take them out quickyl with minimal damage, if you have ECM use it, if you can coordinate 2 or more mech to do it at the same time on each gate they hve to split fire reducing damage.
5) dont be afraid to die. especially when attacking, its almost worth 3 mechs grouping, running in and destroying the gen ignoring the enemy will work on gen 1 and 3 almost every time. who cares if they are 20 killsup if you win.
Splitting groups and pugs is a bad idea, not for the reasons above (the idea pugs dont learn is privilidge crap, its harder and pugs needs to learn quicker to survive). Its because group games would never happen as often pugs fill the gaps to make up numbers, with out them many group matches just wouldnt happen or group sizes would need to be restricted to maximise the chance of matches
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