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12 Man Light Zerg


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#1 Milocinia

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Posted 21 December 2014 - 02:15 PM

Is there a legitimate counter to this? Just had to defend against a 12 man team who opened up the cannon on their first wave and destroyed it with absolute ease on the second. During this time they took out only 1 of our mechs.

Frustrating to say the least. Are there even any design changes in the pipeline to prevent this?

#2 Deathlike

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Posted 21 December 2014 - 02:18 PM

My suggestion is ultimately "learn to scout and position yourself" to prevent that.

Even if you're not in a Light killing loadout, you need to know where to go and what to do when it occurs. Otherwise, you might as well be a useless turret.

#3 Mcgral18

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Posted 21 December 2014 - 02:44 PM

Another 12 man on Comms.

Hard to organize PUGs fast enough.

#4 Savage Wolf

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Posted 21 December 2014 - 02:45 PM

Streaks are your friends!!

#5 Bigbacon

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Posted 21 December 2014 - 02:56 PM

View PostSavage Wolf, on 21 December 2014 - 02:45 PM, said:

Streaks are your friends!!


not for IS they aren't. they spread damage way too much.

#6 MischiefSC

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Posted 21 December 2014 - 05:10 PM

Fast light, preferably an ECM spider, right out the gate. Either on Boreal, Beta on Sulfur. Immediately, right out to enemy drop zone. He scouts, calls type and position of the enemy.

On Boreal you play big mechs stationed at the gens, faster mechs forward to shoot and follow while shooting the enemy lights on approach. Leg and leave them - I generally call everyone to the same leg. Right or Left, helps focus fire.

On Sulfur you play similar; stack big mechs all but on top of the gens. LRMs and similar sniper builds are rarely useful; get people out of them asap and into stuff with SRMs and leg-busting builds. Similar concept. Leg 'em and leave 'em.

After the first wave you play way forward. Survivors with 60% health or less are to charge out the gates when there are only 2 enemies remaining for their teammates to clean up. Push out and attack the other team while they're trying to form up. Again; leggity leg leg all day all the time on defense. Only go CT if you're a big sniper shooting big mechs and can put them down at long range or you're a dakkaboat brushing enemies back into cover.

Once you clear their lights out they're likely going to have the heavies they brought for defense. You'll see these matches and realize how dangerous the tactic is; they have to bring 2 mechs for attack and 2 for defense. Otherwise you end up with 12 lights on defense and that's a sketchy situation to be in. Easy to end up out of position or overwhelmed if you meet a competent team and you won't know until it's too late.

Best defense against light zerg is play to your field. They have to come to you. The further out you can extend the range the enemy is having to take fire and be cautious of taking fire the easier it will be to put them down. When people get rolled it's because they played to close to their gens with all their mechs. A light zerg works by expediency; a dozen glass cannons. They have to get into position and do their work quickly. Broken hitreg is largely fixed; they don't have the invulnerability they had prior. You keep them in the field any length of time and you'll eat them up.





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