

Is Light Rush Yeah!
#41
Posted 26 February 2015 - 12:18 PM
#42
Posted 26 February 2015 - 12:29 PM
#43
Posted 26 February 2015 - 01:06 PM
Wave 1: Clan drops streaks, IS drop lights, Clan wins. Wave 2: IS drops heavies/assaults, cleans up streakboats. Wave 3: IS brings 2nd wave of light mechs, GG.
or:
Wave 1: Clan drops streaks, IS brings heavy push (assaults/heavies) clears the field of streaks, pushes in, punishes Clan wave 2 mechs a bit. Wave 2: IS light rush, GG.
This issue is due to the fact that viable clan dropdecks are made up of med/heavies, which functions like Jack of all trades, master of none, while IS drop Assault/Light, Heavy/Light decks which pound for pound, or speed to speed match up better against Clan dropdecks. When IS push with a King Crab/DDC/Stalker/Thunderbolt + Dragon 1Ns, a timber/hellbringer/stormcrow line will crumble. However, if Clans bring Assaults to deal with such a heavy push, Clans are gimped by the terrible Clan lights, while IS still have amazing Firestarters.
#44
Posted 26 February 2015 - 05:25 PM
MadBadger, on 26 February 2015 - 12:29 PM, said:
And after 5 years of World of Warcraft PvP I've seen the same thing from both sides of the fence there to. Horde/Alliance spawn camping, berserk rush's etc.
Blizzard have had to alter maps and constantly tune classes in recognition of these discrepencies and advantages.
Not sure if I had a specific point to make, something, something
#45
Posted 27 February 2015 - 08:04 PM
Vxheous Kerensky, on 26 February 2015 - 01:06 PM, said:
Wave 1: Clan drops streaks, IS drop lights, Clan wins. Wave 2: IS drops heavies/assaults, cleans up streakboats. Wave 3: IS brings 2nd wave of light mechs, GG.
or:
Wave 1: Clan drops streaks, IS brings heavy push (assaults/heavies) clears the field of streaks, pushes in, punishes Clan wave 2 mechs a bit. Wave 2: IS light rush, GG.
This issue is due to the fact that viable clan dropdecks are made up of med/heavies, which functions like Jack of all trades, master of none, while IS drop Assault/Light, Heavy/Light decks which pound for pound, or speed to speed match up better against Clan dropdecks. When IS push with a King Crab/DDC/Stalker/Thunderbolt + Dragon 1Ns, a timber/hellbringer/stormcrow line will crumble. However, if Clans bring Assaults to deal with such a heavy push, Clans are gimped by the terrible Clan lights, while IS still have amazing Firestarters.
On the other hand, the clan HBR/TBR/SCR derp rushes are pretty close to unstoppable, esp. if they are in an organized unit. We just need attacks to be like counterattacks. Destroy the objective + have kill lead at end of match. Attacking is supposed to be the most difficult type of drop, right?
The amount of derp rusher tears would be an added bonus.
Edited by Divine Retribution, 27 February 2015 - 08:06 PM.
#46
Posted 28 February 2015 - 12:06 AM
Lets see you get a stable lock against the light rush on the first wave here
http://i.imgur.com/hjBqLDn.jpg?1
http://i.imgur.com/Dwezb9U.jpg?1
Can stormcrows jump over the terrain, Timberwolves, both the exclusive hard counter according to my sources? why no!
Can you deal with every second IS mech carrying ECM while running from the gate, across the map, to the generators and then to omega? No!
Can you fire 6 ERLL and 3 ML shots into a Spiders legs and still not take them off at point blank while it is jogging? yes!
1 Light rush, coming you way Soo....no its over.
#47
Posted 28 February 2015 - 12:39 AM
Kitfox - 6ERLL and 3ERML takes the legs off a Spider who is jogging at PB in front. No one else is aiming at legs but then with my experience, why bother?)
All over in 5 mins
2nd Game IS LLspam - VOIP Silent
Kitfox - kill by unknown (Behind a rock wall waiting for heat to dissipate)
StreakCrow - Killed trying to find a target (Has BAP, Art & TAG. Can’t shoot upward effectively)
TimberPulse - Killed by direct fire
Game crash at 15 mins presumed loss as we are 29 down to 15
3rd Game Counter Attack against Kurita NS VOIP - Silent
Kitfox - Back shot out by AC5 from bad placement after jumping the gate.
Streakcrow - Can’t get targets till they rush out the gate, get to kill a Spider and fire maybe 4 volleys?
TWPulse - Killed fighting a Jaeger and a dragon by AC5’s
TWERLL Dropzone overrun before drop
Lose 48 to 17
4th Game Attack against Kurita PUG - Suphuros VOIP - Silent
Streakcrow - Plainly wrong mech. 377 Damage 1 kill.
Kitfox - Hitting an enemy at 1500 meters and taking damage from his ERLL. Killed by advancing mechs after a Panther takes off my leg from behind. 412 Damage
TWERLL - Gutted by a LLStalker. 646 Damage
TWPulse - Gutted by Atlas and LLStalker 980 damage 2 kills
Loss 21 to 48
Sidenote - Summoner who gets to Omega shoots the gun not the radar dish /sigh
4th Game Defence against Kurita Half ARKB - Suphuros VOIP - Silent
Streakcrow - Light rush. Omega at 1/3. 2 kills 519 Damage. Tough to get locks on mechs while dodging and manuvering
TWPulse - Cored by rapid fire Dragon AC5 in less than 3 seconds. Not sure how this is possible but ok. 3 kills 906 Damage
TWERLL - left torso cooked off on drop by enemy in the base. Cored by rapid fire Dragon AC5 in less than 3 seconds. Not sure how this is possible but ok. Same Dragon I suspect to. I took most of the armour off his arm and torso but he won. 3 kills. 990 Damage.
Omega destroyed
Lose 48 to 26
That wraps up Saturday night
Edited by Carpenocturn, 28 February 2015 - 02:25 AM.
#48
Posted 28 February 2015 - 12:12 PM
I WANT A GAME, i do not care if i lose i just want a damn good game not 3 minutes of lights rush in boom boom boom done
and im speaking for both sides, literally all cw will become is boom light rush game over
#49
Posted 28 February 2015 - 01:15 PM
Game: 5
Game Type: Defense vs IS BWC light rush
Map: Boreal
VOIP: Mixed
Streakcrow - 4-5 volleys on the light rush.5 kills 600 damage Omega at 2-5%
TWERLL - 2 Heavy/Assault pushes 5 kills, 1325 damage
TWPulse - Caught at the spawn 6 Kills 1439 damage
KitERLL - Caught at the spawn 6 Kills 1493 damage
Something I didn't count on, friendly mechs getting in the Streak firing line, cuts targetting time down again.
Lose 48 to 32
Game: 6
Game Type: Defence vs BWC
Map: Sulfer
VOIP: Mixed
Streakcrow - Light rush. 2 Kills 516 Damage Omega at 20%
TWPulse - Heavy/Assualt wave. Partly over run spawn point but push back and clean them up.
TWERLL - Heavy Assualt wave. Lots of missile splatter. Cored to red by 1 medium laser volley. Finished off by LL's. 2 kills 819 damage
KitERLL - Spawn overrun.
Lose 48 to 28
Game: 7
Game Type: Defence vs ARKB & NS
Map: Sulfer
VOIP: Silent
Streakcrow - Light rush 12 kills to 6. 3 kills
TWPulse - Heavy/Assualt wave. Partly over run spawn point 5 kills 1418 Damage
TWERLL - Mediums and lights overrun the base. Finished off on drop by ML's Machine guns. 5 kills 1490 damage
KitERLL - Spawn overrun. 5 Kills. 1531 Damage
Lose 48 to 24
Game: 8
Game Type: Counter attack vs Ghost drop
Map: Boral
VOIP: Silent
KitERLL - Kill Omega. Yay......
Streakcrow -
TWPulse -
TWERLL -
Win
Edited by Carpenocturn, 28 February 2015 - 04:19 PM.
#50
Posted 28 February 2015 - 05:00 PM
Game Type: Defence vs OLD
Map: Boral
VOIP: Silent
KitERLL - Followed the base rush in and cored by 2 Stalkers guarding the tail. 18 damage
TWPulse - Swapped to 6mpls. 1 Kill. 216 damage
TWERLL - Attacked at spawn. 2 Kills. 353 damage
Streakcrow - Killed trying to destroy a damaged Catapult by laser spam.2 Kills. 499 Damage
Note: Stalkers carry 5 ERLL
Lose 48 to 19
Game: 10
Game Type: Defence vs NS
Map: Boral
VOIP: Silent
KitERLL - Followed the base rush in jamming ecm. Omega destroyed at 26 mins.
TWPulse -
TWERLL -
Streakcrow -
Lose
And that ends my involvement in CW until significant changes are made so it's actual Warfare and not METAWAR
Edited by Carpenocturn, 28 February 2015 - 10:19 PM.
#51
Posted 28 February 2015 - 07:05 PM
#52
Posted 28 February 2015 - 07:09 PM
Carpenocturn, on 23 February 2015 - 03:56 PM, said:
I find the irony of clan players making ***** posts about IS teams with stacked/optimized decks, or having to fight opponents with... *GASP*... equipment better suited for a particular task than theirs both deliciously ironic and unendingly karmedic.
To be fair the IS guys ***** as much or more.
#53
Posted 28 February 2015 - 08:46 PM
Carpenocturn, on 23 February 2015 - 03:34 PM, said:
Streaks travel much faster than 150kph.
#54
Posted 28 February 2015 - 10:31 PM
It's not fun. It's now reached a point where if I queue for a match and I see there isn't at premade in my group I leave the queue and i won't play full stop if it's a 12 man. CW needs some serious work to incorporate all the player base. At the moment all I see are patches for CW content and more bloody mechs and nothing for the majority of the player base - they haven't even fixed the mining collective map. They will bleed players soon.
Edited by Batch1972, 28 February 2015 - 10:31 PM.
#55
Posted 01 March 2015 - 10:47 AM
#56
Posted 01 March 2015 - 12:54 PM
Carpenocturn, on 28 February 2015 - 12:39 AM, said:
You do understand those Dragons push Direwolf level DPS, and it takes them literally forever to overheat. By the way, they also run as fast as a Timberwolf and take a fair bit of pepper to knock over, they are fabulous.
#57
Posted 01 March 2015 - 01:24 PM
#58
Posted 01 March 2015 - 01:40 PM
Yokaiko, on 01 March 2015 - 12:54 PM, said:
You do understand those Dragons push Direwolf level DPS, and it takes them literally forever to overheat. By the way, they also run as fast as a Timberwolf and take a fair bit of pepper to knock over, they are fabulous.
Two alphas, right torso shoulder. Dead dragon.
#59
Posted 01 March 2015 - 02:07 PM
Now, before the flames come rolling in, allow me to explain.
CW does have more latency issues than regular queue. I've found myself having to lag shoot fairly often in CW to register hits in the correct places, whereas in the regular queue it's pretty much non-existent (I hit where I aim).
It's not unusual to aim half to a full mech's length in front of an IS light in CW to hit it, and therein lies the problem with the IS light rush. Even when lag shooting is minimal (such as the start of the match), the amount of data the server is attempting to calculate when it comes to normal laser builds sweeping across multiple targets all at once, a lot of that data gets dropped. I wouldn't have a problem with IS light rushes if the damage that I focus on a component registered correctly on a regular basis.
The HSR issues is the main reason why streaks work. A full Clan team with laser builds "should" be able to defeat an IS light rush if the majority of them are at least moderately proficient at hitting them.
Edited by Aresye, 01 March 2015 - 02:08 PM.
#60
Posted 01 March 2015 - 02:15 PM
Aresye, on 01 March 2015 - 02:07 PM, said:
Now, before the flames come rolling in, allow me to explain.
CW does have more latency issues than regular queue. I've found myself having to lag shoot fairly often in CW to register hits in the correct places, whereas in the regular queue it's pretty much non-existent (I hit where I aim).
It's not unusual to aim half to a full mech's length in front of an IS light in CW to hit it, and therein lies the problem with the IS light rush. Even when lag shooting is minimal (such as the start of the match), the amount of data the server is attempting to calculate when it comes to normal laser builds sweeping across multiple targets all at once, a lot of that data gets dropped. I wouldn't have a problem with IS light rushes if the damage that I focus on a component registered correctly on a regular basis.
The HSR issues is the main reason why streaks work. A full Clan team with laser builds "should" be able to defeat an IS light rush if the majority of them are at least moderately proficient at hitting them.
EXACTLY! Lights take way too much damage especially Spiders and Firestarters. Their hit detection, damage spread, they take 3x more damage than they should. There is a reason why you almost never see jenners doing the rushes. Hit actually register on them, usually in the CT. PGI has refused, dont know how to, or dont care about fixing them. Everyone who plays this game knows they have been this way for a long time. There is a reason why you see Firestarters outnumber all other lights prob 5 to 1 on that battlefield.
Edited by Devilsfury, 01 March 2015 - 02:20 PM.
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