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Ending The Ubiquity Of Light Rushes

Balance Metagame

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#21 nehebkau

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Posted 11 January 2015 - 12:57 PM

The problem of light-rushes comes from the normal players stupidity in dealing with it.... they are too used to 'i see a light i gotta blow it up!' and they keep firing on it until it dies. The way to deal with a light rush is to shoot a leg, disarm your target then move on to the next one. Once all the lights are legged then you kill them by shooting the other leg.

If you are shooting the CT of a light with anything other than a dual-gauss-dual ppc alpha or AC40+ you are wasting effort.

So this is not a problem with rushing by lights but a problem with teams not dealing with it properly.

Edited by nehebkau, 11 January 2015 - 01:14 PM.


#22 Davers

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Posted 11 January 2015 - 01:48 PM

View PostZongoose, on 11 January 2015 - 08:33 AM, said:

What the clanners can do though is a combined arms, light/medium/heavy/assault rush with everyone moving at ~80kph+. Not as fast but so much firepower and armour that it is hard to put down if they keep moving together.

Yeah, the Clan Conga Line is pretty potent, and requires very decisive action as soon as mechs hit dirt side to counter it.

#23 Kjudoon

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Posted 11 January 2015 - 02:08 PM

View PostZongoose, on 11 January 2015 - 08:33 AM, said:

What the clanners can do though is a combined arms, light/medium/heavy/assault rush with everyone moving at ~80kph+. Not as fast but so much firepower and armour that it is hard to put down if they keep moving together.

What? Mixed mech types in a wave? BLASPHEMY!!!!!!

LOL

#24 AeusDeif

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Posted 12 January 2015 - 12:40 PM

View PostKuritaclan, on 10 January 2015 - 05:38 PM, said:

If you have more entrances it does not only favor slow mechs, it also put up lights even more in a good spot, since defenders have to split and a couple mechs cant kill a a big blow of lights, so those lights can overcome a little group even easier than a big group and devestate a base even faster before the rest of the defenders could react to them.


then add more turrets with batteries of anti-light weapons; small lasers x4, medium pulses x2 , ssrm2 x4. the lower range will mean they don't effect heavier mechs/snipers so much.





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