#1
Posted 10 January 2015 - 07:45 AM
There have been many proposed solutions, limiting numbers of drops by planet, limiting classes in a drop deck, adding turrets, and additional generators have already been added.
There is a simple solution to this problem that I have not seen before; either remove the indication of attack or defense from the drop lobbies, or not allow deck changing once the lobby has formed.
This allows anyone to bring anything to any fight still, but will force teams to adapt tactics to suit offensive or defensive operations rather than specializing drop decks. It would also move teams away from stacking a single meta build as that would make them much less flexible.
#2
Posted 10 January 2015 - 10:00 AM
It all comes down to your company knowing what to drop in and where to position yourselves when the light zerg rush comes over the gates. Overextending yourself early on is often the cause of the success of light zerg rushes. I will admit, it is far easier to deal with the rush on Boreal Vault than Sulfurous Rift. The latter map is definitely harder to defend than the former, so I will grant you that if that was your implication.
As for meta builds, well I only consider a build meta when you have 12 players all dropping in the same mech with the same build. I'll agree with you that this sort of cheesy behaviour leaves a sour taste in my mouth, but regardless of my opinions and feelings, if a unit really wants to cheese it to the extreme, it is their choice, whether we like it or not. Some players like diversity and put imagination and thought into their builds, others lemming their way to the flavour of the month. But to each their own.
If PGI deems there is an imbalance with a certain mech, they will deal with it. For now, learn new ways to counter the cheese. This can lead to some weird, creative thinking.
#3
Posted 10 January 2015 - 11:26 AM
Krasnovian, on 10 January 2015 - 07:45 AM, said:
There have been many proposed solutions, limiting numbers of drops by planet, limiting classes in a drop deck, adding turrets, and additional generators have already been added.
There is a simple solution to this problem that I have not seen before; either remove the indication of attack or defense from the drop lobbies, or not allow deck changing once the lobby has formed.
This allows anyone to bring anything to any fight still, but will force teams to adapt tactics to suit offensive or defensive operations rather than specializing drop decks. It would also move teams away from stacking a single meta build as that would make them much less flexible.
Whenever you have objective style game modes you will see light mechs. Capture the Flag? Escort missions? Light mechs will rock in all of them. When are light mechs bad? Stand and fight missions. So we just need a mix of mission types to sort it all out.
#4
Posted 10 January 2015 - 01:21 PM
At one point they got our gens down. And the omega was not only exposed but half HP. I ejected and deployed in my banshee right next to the Omega. The light rush went directly at the omega, so I was in keen position, but more importantly they were damaged by the time they reach me. The first light to crest into sight lost it's leg with my first shot. Same with the second. And then all hell broke loose. But fortunately we did a good job of mopping them up and even dropped arty on ourselves to bring them down.
This was against units too. Granted we're hardly the best unit and neither were they. So results will vary.
Edited by MechaBattler, 10 January 2015 - 01:24 PM.
#5
Posted 10 January 2015 - 01:41 PM
Not letting players set drops specifically for attack or defense would promote more multipurpose builds and more variation in mech types and tactics.
#6
Posted 10 January 2015 - 01:52 PM
given that, you need to allow the maps to be more open and big, dont limit the defenders to a set area that they cannot move away from.
old MW4 maps where huge, but yet where effective, MWO maps are tiny but comparison and the PA assult is small by comparison.
Have the base have turrets and generators and such, but open the base to allow back and forth, i can asure you that no zerg rush will be done as easy if you are hitting them as they come out of their staging area not starting to receive fire about 2/3rd in
Edited by AztecD, 10 January 2015 - 01:53 PM.
#7
Posted 10 January 2015 - 01:53 PM
was actually a good match with none of the most commonly seen whine on these boards
#8
Posted 10 January 2015 - 02:10 PM
#9
Posted 10 January 2015 - 02:42 PM
I get what the min-maxing players are going for, but myself, I like to keep my options a little open with some sort of back-up weapons.
Consider the Dragon 1N for example, you can exploit the AC5 quirks, but also pack two missile launchers and a laser mount or two. Backing it up with a couple of streak racks, a little ammo, BAP, and whatever's left to lasers and/or AMS can make for a decent light-hunter if they do a push, no matter your ping. For a guy like myself, where my ping floats somewhere between "Atrocious" and "Holy crap are you using dial-up", having streaks to deal with lights is almost a must-have.
#10
Posted 10 January 2015 - 04:18 PM
Monkey Lover, on 10 January 2015 - 02:10 PM, said:
Can't the IS field Mechs with 4-6 SRM6s? (I am asking because I haven't run IS for a while )
They seem to work for me on the Clan side when taking out IS lights -- although I also like the LB20-X.
#11
Posted 10 January 2015 - 04:26 PM
Mystere, on 10 January 2015 - 04:18 PM, said:
Can't the IS field Mechs with 4-6 SRM6s? (I am asking because I haven't run IS for a while )
They seem to work for me on the Clan side when taking out IS lights -- although I also like the LB20-X.
#12
Posted 10 January 2015 - 04:30 PM
I think the problem that a lot of people have, is that they're not making the drop deck adjustments necessary to counter the tactic. If you're in a 12 man, there shouldn't be any problem getting a couple guys to run builds that specialize in pwning light mechs. If you're not in a 12 man, well pugs are gonna pug, and there's really no fixing that.
Edited by Moarginplz, 10 January 2015 - 04:31 PM.
#13
Posted 10 January 2015 - 04:41 PM
Monkey Lover, on 10 January 2015 - 04:26 PM, said:
I was actually referring to SRMs, not SSRMs.
But your last sentence seems to imply that the IS indeed can. So an A1 or KT18 armed with SRM6s can do the job as well.
Edited by Mystere, 10 January 2015 - 04:43 PM.
#14
Posted 10 January 2015 - 04:52 PM
Mystere, on 10 January 2015 - 04:41 PM, said:
I was actually referring to SRMs, not SSRMs.
But your last sentence seems to imply that the IS indeed can. So an A1 or KT18 armed with SRM6s can do the job as well.
Edited by Monkey Lover, 10 January 2015 - 05:39 PM.
#15
Posted 10 January 2015 - 05:31 PM
1. Invasion mode is built for a precision strike via mechs. You have to get past defenders and destroy buildings.
2. Boreal especially makes any other tactic nearly unfeasible, unless the defending team has a marked skill/coordination disadvantage. It suffers from a major bottleneck.
so it follows that the way to reduce light rushes, is to put more entrances into bases like boreal, more invasion maps like sulfurous where heavier mechs can use diversions to get in, and more game modes in general. Or perhaps tweak invasion to give heavier mechs another way of winning. For instance, what if some artillery units were dropped in the DZ as well, and would bomb static enemy defenses and camping mechs? Siege mode anyone?
#16
Posted 10 January 2015 - 05:38 PM
AeusDeif, on 10 January 2015 - 05:31 PM, said:
1. Invasion mode is built for a precision strike via mechs. You have to get past defenders and destroy buildings.
2. Boreal especially makes any other tactic nearly unfeasible, unless the defending team has a marked skill/coordination disadvantage. It suffers from a major bottleneck.
so it follows that the way to reduce light rushes, is to put more entrances into bases like boreal, more invasion maps like sulfurous where heavier mechs can use diversions to get in, and more game modes in general. Or perhaps tweak invasion to give heavier mechs another way of winning. For instance, what if some artillery units were dropped in the DZ as well, and would bomb static enemy defenses and camping mechs? Siege mode anyone?
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.
#17
Posted 10 January 2015 - 08:12 PM
AeusDeif, on 10 January 2015 - 05:31 PM, said:
Actually, there is another tactic that works in both maps: Kill them all! Done that a few times.
#18
Posted 11 January 2015 - 07:35 AM
As for how to deal with them.....to each their own. Me, I always make sure to have some kind of countermeasure, normally CAP, and CSSRM4s to take them down. With the HSR as buggy as it has been, streaks are the sure way to knock them down.
But that's what it boils down to. If you're dropping in CW solo, ESPECIALLY as a Clanner, you run the risk of getting a lot of people that either don't understand how ECM works or decided they really didn't need to contribute to the group's ability to counter it......with the Clans, it normally means we've got a lot of people in Trial Omnis. It is what it is.
#19
Posted 11 January 2015 - 08:33 AM
#20
Posted 11 January 2015 - 08:43 AM
Zongoose, on 11 January 2015 - 08:33 AM, said:
DING DING DING..... we have a winner
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