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Cw Does Skill Matter?


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#61 Harathan

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Posted 12 January 2015 - 02:02 PM

View PostFelix7007, on 12 January 2015 - 01:58 PM, said:

Harathan,

My argument is not that the objectives are defended. I don't know how you came up with that.


And those defences include walls, gates, turrets, yes?

So... what you're saying is that a base that is supposed to be defended shouldn't have gates? It should have been built in the most exposed terrain possible? I'm genuinely not following you.

#62 Ax2Grind

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Posted 12 January 2015 - 02:22 PM

Felix...going through a chokepoint is not a rush. And you can go through the chokepoint and not rush, and still win. If your argument is simply, as the attackers you will have to engage the enemy and destory Omega, then yes, you are correct. Beyond jumping or destroying then moving through a gate however, there are many ways to engage the enemy and win. So when you say RUSH, I imagine you are making a bee-line to the generators. Is this not the case?

My teammates and I consider a rush to be a team that mostly ignores the enemy mechs, pushing directly towards the objectives and destroying Omega with as little battle as possible. We tend to not play that way for most of our wins however, as we find that it's fast (usually less than 3 minutes of game time), unsatisfying (we like to shoot mechs), and against good teams it is risky. Furthermore, when my team decides to kill, we almost never sit outside the choke point and snipe. We go into the enemy base. Once inside there a few different places depending on map and weapon selection that work best. ie...there a few ways to play the game as an attacker and win. Often we look for a good brawl. Once we have killed the enemy then we clean up the objectives. This is clearly not a "rush".

#63 Alexander Steel

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Posted 12 January 2015 - 02:42 PM

You said rush or snipe, feint and sending one or two isn't either of those. So, tell me.. was the brick gentle with you?

#64 oldradagast

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Posted 12 January 2015 - 03:36 PM

View PostHarathan, on 12 January 2015 - 02:02 PM, said:

And those defences include walls, gates, turrets, yes?

So... what you're saying is that a base that is supposed to be defended shouldn't have gates? It should have been built in the most exposed terrain possible? I'm genuinely not following you.


But I think we can all agree that gates that somehow OPEN when the generators are destroyed makes very, very little sense. I guess the gates doors are made of giant magnets that need to be powered to NOT fly open? Or, there are weights and cables that are hidden from view which will fall to the ground, pulling the gates open, if the generators fail.

I can safely say that if somebody sold me a security system that, when power was lost, opened all the doors and windows in my house, I'd assume he was insane (since how would that work, exactly?) and not buy his product.

Too bad we can't just blast our way through the doors... molten steel everywhere... I guess the game engine can't handle that... doh.

#65 Harathan

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Posted 12 January 2015 - 03:48 PM

View Postoldradagast, on 12 January 2015 - 03:36 PM, said:


But I think we can all agree that gates that somehow OPEN when the generators are destroyed makes very, very little sense. I guess the gates doors are made of giant magnets that need to be powered to NOT fly open? Or, there are weights and cables that are hidden from view which will fall to the ground, pulling the gates open, if the generators fail.

I can safely say that if somebody sold me a security system that, when power was lost, opened all the doors and windows in my house, I'd assume he was insane (since how would that work, exactly?) and not buy his product.

Too bad we can't just blast our way through the doors... molten steel everywhere... I guess the game engine can't handle that... doh.


We could have no gates at all, but we've got gates and they needed a way to open them. Trigger on a destroyed generator seems the least evil of available options.

#66 Felix7007

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Posted 12 January 2015 - 05:17 PM

Ok. My definition of rush is sending all forces TOGETHER quickly at a single objective. How effective is splitting forces and attacking multiple objectives? I havn't seen many people doing it.

#67 Devil Fox

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Posted 12 January 2015 - 05:36 PM

View PostFelix7007, on 12 January 2015 - 05:17 PM, said:

Ok. My definition of rush is sending all forces TOGETHER quickly at a single objective. How effective is splitting forces and attacking multiple objectives? I havn't seen many people doing it.


Sulfur it can be very devastating as you split the attackers to chase down pockets, and there is enough cover to hide the split. Borel is harder, but if you can get 2 ecm light's to break in another direction without notice they can get a generator or 3 down themselves. A good example is the light rush on sulfur... impossible to stop easily and they they branch off can easily down all 3 gen's in one wave... let alone the 3 waves they use.





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