

Water Rush On Forest Colony
#1
Posted 09 February 2015 - 08:34 PM
So, what changed?
#2
Posted 09 February 2015 - 09:05 PM
#3
Posted 09 February 2015 - 09:27 PM
I've seen teams that started in D5 go into D4, and then unfurl in a massive push against the team that started at C2 just as the C2 team is going around the corner of the ship. I've seen that stomp a team coming from C2, if the D5 team sets up its firing line first and the C2 team just blithely rounds the corner into it 1 at a time.
Success either way depends on the team to go at the same time. The difference you see could be because more players are aware of this fact now. Whereas before, players would pile up against a rock hugging it hard, and then peek 1 at a time... but then out of 12 guys, only 2 can peek at a time, 1 around each corner, so it's not very threatening.
Now, everyone still pulls up to the rock, but the formation is loosened up a bit so people can pivot around the rock without having everyone in a traffic jam next to it unable to move. So everyone can roll out simultaneously and throw some serious concentrated firepower downrange, and hurt mechs can just tuck themselves back into cover or behind teammates.
#4
Posted 09 February 2015 - 10:56 PM
#5
Posted 09 February 2015 - 11:04 PM
#6
Posted 09 February 2015 - 11:06 PM
#7
Posted 10 February 2015 - 12:35 AM
#8
Posted 10 February 2015 - 01:09 AM
kapusta11, on 10 February 2015 - 12:35 AM, said:
It's predictable in comp from certain facehugger units. So we 12-0'd well know comp units a few times then they stopped doing it. At least against us.
Edited by Ghogiel, 10 February 2015 - 01:11 AM.
#9
Posted 10 February 2015 - 01:50 AM
#10
Posted 10 February 2015 - 02:32 AM
Votanin FleshRender, on 09 February 2015 - 08:34 PM, said:
So, what changed?
The trend in the group queue is not water rush, it's shoreline push. If you spawn on the tunnel side shoreline provides full cover up until the enemy spawn and you will catch them in very vulnerable positions (like on the bridge). If you wish, you can also directly go for cap and end it.
It's hard to hold.
#11
Posted 10 February 2015 - 02:32 AM
DjPush, on 09 February 2015 - 10:56 PM, said:
Oh man....don't get me started on that damn cave. It's a noob magnet.
#12
Posted 10 February 2015 - 03:01 AM

#13
Posted 10 February 2015 - 03:24 AM
Go fast enough and your brain starts leaking out of your ass from all the G-force.
High speed and lots of ECM means you can get away with rambo rush tactics more often.
Most of the time (depending on the map of course), nobody bothers to scout or even watch the flanks, its just a mindless scramble to run as fast as you can in an attempt to pound on the slowest guys in the rear.
And if you do scout, sometimes you'll get a few guys to turn around, but the rest of the team just keeps marching on looking for cookies, and you get overrun before anyone will even bother looking back or bring support, pug life.
Maps like River city, you rush past the citadel as fast as you can out of that open water, because there is no real decent cover or good angles to shoot over for snipers or LRM boats, and people will spot you from behind those buildings because the LOD is glitched and you can see through most of them.
And then maps like Caustic or Terrible Therma, are just crap, they're designed with no other option than to rush the center in a big mess, or run around and around nibbling at eachother's rear.
Most of the maps are like that though, circle jerk or king of the hill.
#14
Posted 10 February 2015 - 03:29 AM
water rush is frankly the best strategy from the non-ship side of the map; the opposing team has better cover around the center bowl and rushing tunnel usually just leads to a bottleneck
better to rush water and hope to catch the enemy heavy/assault mechs with their pants down
#15
Posted 10 February 2015 - 03:33 AM
Seriously, you could push any which way you want with 12 and win just about every time. Only a concerted defense/counterpush would work against it.
If you notice when Nascar starts up in the regular queue, it's usually a big blob moving and not a long conga line, because the front guys are more hesitant, letting the back guys catch up, and when everyone is balled up, that's when the magic happens. It's a way to play as a 12 man without having a 12 man.
Edited by Dino Might, 10 February 2015 - 03:33 AM.
#16
Posted 10 February 2015 - 03:35 AM
When we are running with ECM, I have seen it work ok. ECM helps mask the team, and the terrain around the satellite side (like the drainage ditch) funnels the enemy a bit for concentrated fire. If the enemy doesn't respond, you can often ambush them from behind. The satellite dish side likes to camp by the cave entrance often and they can make for easy pickings from behind.
Oddly enough I only see the team on the mining (quarry) side of the map water rush, not the other side.
Without ECM though, I would think twice about a water rush. All it takes is a few hard locks and the enemy knows where you are and will focus on your position when your out in the open.
Regardless of where your opinion falls in water rushing, people need to realize that cave rushing is just bad. Period. Your funneled in a tight line, the team mates behind you have obstructed fire lines, and if that lead mech hesitates and doesn't push out, your trapped and dead. Please avoid the tunnel (at least in PUG play), its a death trap.
#17
Posted 10 February 2015 - 03:50 AM
For glorious water rushes nuke that stricken ship from orbit
(I admit i favor overwhelming fire power, manouver under fire and tactics in open sight over cover all the time)
Edited by Karl Streiger, 10 February 2015 - 03:51 AM.
#18
Posted 10 February 2015 - 04:07 AM
Votanin FleshRender, on 09 February 2015 - 08:34 PM, said:
So, what changed?
water push is only bad if you get pinned down by the beached ship or fail to keep pushing. but if you can keep moving and come back to land to hit the other team its a really good tactic.
#19
Posted 10 February 2015 - 04:15 AM
Karl Streiger, on 10 February 2015 - 03:50 AM, said:
For glorious water rushes nuke that stricken ship from orbit
(I admit i favor overwhelming fire power, manouver under fire and tactics in open sight over cover all the time)
I think the ship was a good idea overall. I think if your rushing it shouldn't matter. Use the ship to cover your approach, then just keep truck'n and push through and fan out.
If the rush stalls, at least the ship provides much needed cover.
Before the ship, the water was sniper alley. You could see one end clear to another. This meant snipers could lay back and peg an advancing force. It also meant one scout on one side could see a water rush as clear as day and report to be team how many mechs were in the water and what they are.
The ship breaks the sight line and offers some cover for the rushing force helping to hide their numbers from the enemy. An enemy scout could still report back your team strength and numbers, but now he can't just sit back and do it, he needs to put himself in danger and get his hands dirty.
Mind you this is just one opinion on it, but I really do think the ship is a good addition.
#20
Posted 10 February 2015 - 05:28 AM
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