However, for the purposes of this thread, I will be agnostic on the issue. Maybe it is up to the players to adapt to this rather than PGI intervening. Maybe something could be off and PGI needs to tweak it.
- Player/unit adaption for base rush tactics: Players or coordinated teams can tailor their decks in anticipation of a certain tactic. On invasion defense, perhaps few extra FS9-A/S, streaks(streakcrows), and DPS rather than back to back energy boats. For rushing on attack, perhaps extra lights w/ extra JJs and some ECM. Clans lack the mechs for a light rush but they can still rush with Ice Ferrets or their larger mechs. Units also need to try to adapt by legging rather than spreading damage everywhere.
- Streaks: There is a big disparity between Clan/IS on streaks. The Streakcrow is one hell of a light swatter and also deals with larger mechs if it has to. The Streakfox/Streakadder are not half bad either. On the other hand, the KTO-18 is underwhelming since it is limited to streak-2s. It can hurt lights but does not perform nearly as well against larger mechs compared to the Streakcrow and Streakdog. IS vs IS light rushes may have a higher success rate since IS lacks a true Streakcrow equivalent.
- Light Rushes: Inner Sphere has the advantage here since they have the superior lights. However, I have seen Ice Ferrets used by clans to do almost exactly the same thing minus the JJs. The success rate of hopping 12 spiders over two gates, killing all three o-gens, and maybe hurting the gun seems pretty good. After that, expect two waves of assaults and another wave of lights on the way with just the Gun left.
- Heavy Rushes: The HBR and TBR are usually faster than their IS counterparts. This means the Clan side can sometimes just run past the slower IS mechs. The speed differences of the larger mechs are about 89/107 vs 64/80 estim. I am still not certain of the success rates here for both IS and Clan. IS heavy rushes can be done as well because of the high success their faster lights have. For the remaining IS heavys, they may only have to finish off a half destroyed gun. Tough call.
- Failed Rushes: We have all seen these. A whole wave comes in, dies, and the score is close to 12-0 and maybe you only lost 1 o-gen. This is a hole that cannot the recovered from and is the main downside to a rush, particularly a heavy rush.
Edited by Kin3ticX, 31 March 2015 - 03:01 AM.



























