Jump to content

Cw Light Rush Zergs...


  • You cannot reply to this topic
11 replies to this topic

#1 Devilsfury

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 432 posts

Posted 21 December 2014 - 09:32 AM

I know that CW is still in its "beta" phase and they tried to address the light zerg to kill Omega but it has failed miserably. Twelve man teams still rush the bases with 12 lights, kill all the generators and either kill or have Omega down to 50% in the first wave. Its not hard to finish it off and there is nothing you can do to stop it. Now, if you were clans and knew this, you could counter with 12 streak crows and hope you kill them but it would still be a loss. IS vs IS, you are helpless against this tactic. I know this is a difficult task to try and fix the zerg win rush but the only way of fixing this would be to put a limit on the amount of mech types per wave. Doing the 3, 3, 3, 3 would be hard to pull off but I dont see another way to fix it. Thoughts?

#2 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,530 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 21 December 2014 - 09:39 AM

Streakboats are intimidating to lights, but it often requires several volleys to drop just one of them. You're better off with energy weapons.

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 Devilsfury

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 432 posts

Posted 21 December 2014 - 09:43 AM

I have seen it both ways as you have decribed. My point is that there are still 12 mans that zerg rush with all lights and there is nothing you can do about it if it is IS v IS. You cant take out the lights fast enough with 99% of the IS drop decks. WIth Clan you might be able to stop them if 1: You knew they were all coming in lights and made your deck around it. 2: Everyone ejected to bring streak crows. Now me, Id rather just brawl it out and kill everything but zerg rushing and winning in 3 minutes is just lame. I understand that it is a valid tactic but needs to be readdressed. Their first attempt failed at fixing this tactic.

#4 KharnZor

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,584 posts
  • LocationBrisbane, Queensland

Posted 21 December 2014 - 09:48 AM

I'm sorry OP but don't pass your own experience as fact, Because its not.
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 Slater01

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 430 posts
  • LocationVancouver, BC

Posted 21 December 2014 - 09:58 AM

If the Zerg rushes turn out to be the unstoppable tactic, maybe PGI could set up radar speed traps with in the bases. So when entering the base all enemy mechs have to abide by a speed limit, and if they don't they get Legged by Blues Vindicator carrying a scythe. That should solve the issue.

#6 Devilsfury

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 432 posts

Posted 21 December 2014 - 10:22 AM

View PostKharnZor, on 21 December 2014 - 09:48 AM, said:

I'm sorry OP but don't pass your own experience as fact, Because its not.
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 KharnZor

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,584 posts
  • LocationBrisbane, Queensland

Posted 21 December 2014 - 10:37 AM

View PostDevilsfury, on 21 December 2014 - 10:22 AM, said:

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.

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 Devilsfury

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 432 posts

Posted 21 December 2014 - 10:41 AM

View PostKharnZor, on 21 December 2014 - 10:37 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.)

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. :angry: :angry:

#9 KharnZor

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,584 posts
  • LocationBrisbane, Queensland

Posted 21 December 2014 - 10:47 AM

View PostDevilsfury, on 21 December 2014 - 10:41 AM, said:

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. :angry: :angry:

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 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 21 December 2014 - 11:30 AM

Positioning is important. If you're just camping in front of the gate, you'll probably never see it coming.

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 KharnZor

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,584 posts
  • LocationBrisbane, Queensland

Posted 21 December 2014 - 11:34 AM

View PostDeathlike, on 21 December 2014 - 11:30 AM, said:

Positioning is important. If you're just camping in front of the gate, you'll probably never see it coming.

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 ManusDei

    Member

  • PipPipPipPipPipPip
  • 200 posts

Posted 10 February 2015 - 05:59 AM

I see the 12 man light rush occur at least once a day in CW. More and more groups don't care about the combat aspect of the game and resort to rushes because they cannot brawl. It's only a matter of time before you see more groups farming planets just for wins not for glory. I think its cowardly and ruins the spirit of the game.

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.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users