Cw Light Rush Zergs...
#1
Posted 21 December 2014 - 09:32 AM
#2
Posted 21 December 2014 - 09:39 AM
So far, I've had the most success in CW with a drop deck of BLR-1S (ALRM50 boat), a SHD-GD (4xML, 2xSRM4, UAC5), a YLW (AC20, 2xMPL), and a second CN9 (AL with 2xLL, 2xML, 2xSRM4 or AH with AC20 and 3xSRM4). Those mediums offer a good balance of speed and firepower.
The light Zerg rush seems to be giving way to a slightly slower, more deadly medium Zerg rush. At least, that's been my limited observation.
#3
Posted 21 December 2014 - 09:43 AM
#4
Posted 21 December 2014 - 09:48 AM
Light rush's are so easy to stop with a little coordination. And there's plenty of time to convey possible tactics to counter the rush if you aren't on comms and not in a unit.
The fault here is yours and the team you are in.
#5
Posted 21 December 2014 - 09:58 AM
#6
Posted 21 December 2014 - 10:22 AM
KharnZor, on 21 December 2014 - 09:48 AM, said:
Light rush's are so easy to stop with a little coordination. And there's plenty of time to convey possible tactics to counter the rush if you aren't on comms and not in a unit.
The fault here is yours and the team you are in.
so, in an IS v IS battle and you find out that its a light zerg, how would you go about it? Since Im wrong, id like to know your tactic to counter it. Registration on lights is terrible right now. I understand your team has a lot to do about countering it but a coordinated 12 man lights is very, very tough to stop it. In the first wave, they will bring down 2 of the generators, if not three.
Edited by Devilsfury, 21 December 2014 - 10:23 AM.
#7
Posted 21 December 2014 - 10:37 AM
Devilsfury, on 21 December 2014 - 10:22 AM, said:
In all my games i've only seen 1 successful zerg. We lost to that one because most of the team were near the gates and they just breezed on by, game over.
Dont crowd the gates and have a layered defence and always go for the legs and ALWAYS communicate this and anything else you care to add both before you drop and again when you hit the dirt.
Also make sure your spotters scream out the location of a push asap.
(I am speaking from the perspective of my IS alt account.)
#8
Posted 21 December 2014 - 10:41 AM
KharnZor, on 21 December 2014 - 10:37 AM, said:
Dont crowd the gates and have a layered defence and always go for the legs and ALWAYS communicate this and anything else you care to add both before you drop and again when you hit the dirt.
Also make sure your spotters scream out the location of a push asap.
(I am speaking from the perspective of my IS alt account.)
I agree with what you are saying but if 6 lights jump each side gates, no matter how coordinated you are, they will take both side generators. Not much you can do about it. They still have 3 waves to do it over and over again. Im not arguing with you, Im making a point that if a full 12 man brings 4 lights per pilot, they will win 99% of games. Its not a cry, troll, etc. Id like to make the CW games more fun and just zerging isnt.
#9
Posted 21 December 2014 - 10:47 AM
Devilsfury, on 21 December 2014 - 10:41 AM, said:
I'd feel kinda sorry for any 12 man that did/does do this to be honest. 1 wave of lights? might not be nice but its valid but 4? pathetically sad.
All i can speak of tho is my own personal experience at the end of the day.
#10
Posted 21 December 2014 - 11:30 AM
Of course, if you don't let everyone know... well, you'll probably lose anyways.
These are the things are told for PUGs in solo and group matches. The fact that it doesn't get done there only serves the amplify the chances of losing in a CW match. Teamwork is OP after all.
#11
Posted 21 December 2014 - 11:34 AM
Deathlike, on 21 December 2014 - 11:30 AM, said:
Of course, if you don't let everyone know... well, you'll probably lose anyways.
These are the things are told for PUGs in solo and group matches. The fact that it doesn't get done there only serves the amplify the chances of losing in a CW match. Teamwork is OP after all.
Teamwork is everything. Particularly in CW.
#12
Posted 10 February 2015 - 05:59 AM
PGI could put a rule in the drop deck to not allow 12 mechs of the same weigh class that would nip it in the bud. The 12 man light rush was the same issue occurring in the public queue before they implemented weight restrictions. IMO the groups that use this tactic need to learn to fight.
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