

Is Needs To Update Their Tactics
#1
Posted 31 December 2014 - 12:57 PM
Clans have updated their tactics. I have faced off against a lot of Smoke Jaguar and Jade Falcons lately and have been completely schooled.
It started with Defending (zone did not matter):
several matches with the only win coming against the Wolves (although many games were very close).
Clan Attacking Tactics - hammer defending IS mechs to gain numerical advantage. Pay no attention to Generators until end at which time it no longer mattered. Win match with plenty of time to spare. Some of the matches ended with the defender spawn point getting camped, but most of the games were good. IS though has little room for error imo.
Clan Defending Tactics - camp gate...chew up IS attackers...win numbers game...counter attack...WIN!
IS Attacking Tactics - pick a gate & break through...ignore defending Mechs...go for Generators...get slaughtered...spawn...get slaughtered at or near spawn point.
IS Defending Tactics - find point to watch for initial attack. Harass. Brawl! Maybe win...maybe lose.
I know that is simplistic but truth be told it is pretty close to what I have seen recently.
Thoughts?
#2
Posted 31 December 2014 - 01:03 PM
The light swarm is the only IS tactic I have seen take down the generators and cannon - against any defender IS or Clan.
#3
Posted 31 December 2014 - 01:29 PM
I have been in some matchs where we brawled them as soon as the gate dropped ( they did not expect that)
#4
Posted 31 December 2014 - 02:11 PM
With Boreal, it's practically impossible. The positions necessary to open the gates are wide open to enemy sniper fire, and since their fire is on you while your fire is on the generator, guess who wins.
Once the gates are open, you can get inside and into cover. But then you have to deal with people stopping IN WIDE OPEN SPACE to brawl with some Stalker because they don't comprehend the phrase "keep moving". Therefore they block their entire team behind them. And if they do get past the gate and into cover, you can be sure they'll hole up at the bottlenecks to the upper terrace as the first wave of defender respawns shows up, instead of pushing past.
The best strat I've seen so far is to split up into two groups, hammer both gates, pull back, rush six through one gate, and then rush six through the other after a delay of 60 seconds or so, hopefully under ECM coverage. That might get most of the enemy going after one group without realizing the other's there. Might. Alternatively, the second group could be all ECM lights. And in all this, DON'T KILL ANYONE. No geniuses giving away their groups' position with greedy or impatient peeking. Even if they get your team some kills, that will only ensure defender respawns will be waiting for you on the hill. Leave them desperately chasing you, it'll give you more space.
But good luck pulling that off with pugs. It's actually comical how many permutations of "things going wrong" can occur.
Edited by Rebas Kradd, 31 December 2014 - 02:17 PM.
#5
Posted 31 December 2014 - 02:37 PM
IS will win more if it finds a way to get pugs on TS.
People think CW is Skirmish/Assault with 3 extra lives. Thats problem #1.
#2 personal skill < group skill.
#3 is sub-optimal loadouts, 'fun builds' generally wont hack it in CW...too much organization to contend with..
#4 Neither Clan or IS is OP. They are fairly balanced. Complainers on either side cant or wont see this fact. Look at what Comp players use. They wont use anything underpowered unless it has some super benefit. Scrubs misconstrue skill for mechs. They dont bother to read the Clan threads about needing to nerf IS lights, Thuds,ETC.
#6
Posted 31 December 2014 - 03:14 PM
#7
Posted 31 December 2014 - 03:22 PM
but i wouldn't call the option available to us tactics , more like that old game show Lets Make a Deal,
except behind each door is usually pain and misery.
#8
Posted 31 December 2014 - 03:43 PM
Bonus that if enough people on your team bring long-range loadouts to a game, you don't actually need as much coordination as the game becomes more about individual shooting/trading ability. This makes things more pug-friendly since you are less focused and dependent on movement. Of course against an organized opponent you will need to organize better, but for general play going long range (especially on Boreal) helps out a ton.
#9
Posted 31 December 2014 - 04:44 PM
I'll play again once PGI balances their game.
#10
Posted 31 December 2014 - 04:53 PM
[Redacted]
Edited by John Wolf, 06 January 2015 - 06:15 AM.
Focus on topics, not players
#11
Posted 31 December 2014 - 05:09 PM
Maccasimus, on 31 December 2014 - 04:53 PM, said:
[Redacted]
The only thing I "whing" is fire downrange..........and what you want is immaterial. Spend some money on the game yourself, a lot of us that have been doing it are done until PGI gets it right. Pretty soon it'll just be you and the clanners you love so much. Have fun with that.
Edited by John Wolf, 06 January 2015 - 06:15 AM.
Moderated quote
#12
Posted 31 December 2014 - 05:21 PM
Febrosian R Gillingham, on 31 December 2014 - 03:43 PM, said:
Bonus that if enough people on your team bring long-range loadouts to a game, you don't actually need as much coordination as the game becomes more about individual shooting/trading ability. This makes things more pug-friendly since you are less focused and dependent on movement. Of course against an organized opponent you will need to organize better, but for general play going long range (especially on Boreal) helps out a ton.
This is absolutely true if you have 12 and you can coordinate the dropdeck before the match starts.
If you've got 6 or less and you're counting on pugs to fill in the rest, you have to go the opposite way if you're fighting Clanners. Load up the brawl deck and bring a scout. Have the scout find the enemy way in advance and have your brawlers camp the chokepoint farthest from Omega along that path. Wait for the Clanners to breach said chokepoint and then get your brawlers right in the middle of their muderball and AC/20 or wub their legs into oblivion.
When you're commanding pugs, the more chaos you can sow in the enemy's plans the better. Remember, the more organized team usually wins so you have to plan to disrupt their organization.
Lbofun, on 31 December 2014 - 01:29 PM, said:
I have been in some matchs where we brawled them as soon as the gate dropped ( they did not expect that)
Beautiful. I'm a big fan of doing exactly that.
#13
Posted 31 December 2014 - 05:26 PM
R Razor, on 31 December 2014 - 05:09 PM, said:
The only thing I "whing" is fire downrange..........and what you want is immaterial. Spend some money on the game yourself, a lot of us that have been doing it are done until PGI gets it right. Pretty soon it'll just be you and the clanners you love so much. Have fun with that.

I've been running groups of 4-6 for both IS vs IS and IS vs clan for weeks now. My win rate is higher against clanners than it is against IS.
It ain't the 'mechs bro.
#14
Posted 31 December 2014 - 05:32 PM
#15
Posted 31 December 2014 - 05:41 PM
*cough, cough*
#16
Posted 31 December 2014 - 05:51 PM
Dawnstealer, on 31 December 2014 - 05:41 PM, said:
*cough, cough*
Yeah, flamers need a buff. As-is, if I see a flamer on my side I want to smack whoever brought it.
#17
Posted 31 December 2014 - 06:09 PM
R Razor, on 31 December 2014 - 04:44 PM, said:
I'll play again once PGI balances their game.
That will likely never happen to your satisfaction.
Have you dropped Clan in CW yet? Have you played as part of a skilled 12man on TS?
Have you read the Clansmen's complains about 'poor balance' and OP IS?
#18
Posted 31 December 2014 - 06:15 PM
StillRadioactive, on 31 December 2014 - 05:26 PM, said:
I've been running groups of 4-6 for both IS vs IS and IS vs clan for weeks now. My win rate is higher against clanners than it is against IS.
It ain't the 'mechs bro.

HAHAHA! Clans OP!!!! Nerf!!! HAHAHAHAHA! This F***IN GUY...
#19
Posted 31 December 2014 - 06:22 PM
Quote

#20
Posted 31 December 2014 - 06:44 PM
- the map you will be playing on is determined by the zone shown to the left in the lobby, odd numbers are Boreal, even are Sulfur. Whereever the Sword/Shield symbol is starting on the bottom left: 1st=Boreal, 2nd=Sulfur, 3rd=Boreal aso. You want range on boreal and you dont want to shutdown in melee on Sulfur, adjust your deck accordingly. (credit to friendly Seraphim pilot for determining the map, god bless)
- stop dropping with LRMs on every mech
- if you really need to bring LRMs do it on the 2nd drop, it would be better to just not bring them
- take a long range mech first, anything that is strong at peeking and trading (high mounts and/or jumpjets) will do
- if you get outtraded/lose on kills readjust the whole team for rushing objectives
- if you are up on kills be aggressive
- communicate via chat, be friendly, agree on a plan
- buy, master and play the cheesiest loadouts. If you brought subpar mechs/loadouts and lost you have no right to complain
- accept the following and you will have more fun:
Against any coordinated team that is not drunk and is determined to win it is;
1) not possible to defend on Sulfur.
2) hard to attack on Boreal.
3) slightly easier to defend on Boreal.
4) much easier than all of the above to win on Sulfur if you work as a team and concentrate on the objectives.
Happy New Year!
Edited by Budor, 31 December 2014 - 07:09 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users