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Wow... 12 Assault Rush


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#101 TheDevilsIncarnate

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Posted 29 April 2015 - 07:08 AM

View PostFupDup, on 26 April 2015 - 07:05 PM, said:

Paranormal Heat was more about the 4 PPC and 2 PPC + 2 ERPPC Stalkers, not the LL build.


Still the same problem in my opinion, sure not as much FLD, but it still puts massive firepower down range with those quirks, about equal to the PPC builds.

#102 CygnusX7

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Posted 29 April 2015 - 07:37 AM

I drive both sides and for my piloting abilities they really do seem pretty even.
One will tank less but can fire more.
The other can tank more but has a little less range.

It all comes down to the pilot and some pilots are better than others.
One complains the other doesn't.

Meta Direwolf versus Meta Stalker
Meta Timberwolf versus Meta Thunderbolt
Meta Stormcrow versus Meta Wolverine
Meta Kitfox versus Meta Firestarter

You might laugh about the kitfox against a FS but if you're piloting it right you realize and make use of ECM.

Edited by CygnusX7, 29 April 2015 - 07:38 AM.


#103 Gyrok

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Posted 29 April 2015 - 10:10 AM

View PostMeiSooHaityu, on 27 April 2015 - 03:33 AM, said:

Although the Stalkers can be powerful, that is not the issue here. The issue is two tiered.

1. DJ was on a less coordinated PUG team vs an Organized group Team. All that team needs to say to each other is..."Hey, first drop we all drop in Stalkers". After that, they call targets. That is going to be effective against any less organized team.

2. Most importantly, CW let's a team drop in all assaults first drop. I think this is the biggest problem currently with CW and this scenario.

I hate to say it, but a simple tonnage limit per player isn't enough. There might need to be a requirement on what lance is what mech class per drop.

I don't know a good way to do that fairly or correctly, but 12 assaults in one drop or 12 lights (light rush) in one drop shouldn't be possible.

There should be a way to stagger the mech classes of the first drop. That is the real issue here and not the Stalker's load out.


I disagree...because there are some dropdecks that legitimately have zero assaults, or zero lights, or both.

I do not think the issue you are pointing at is a problem at all. In fact, it is an advantage of a coordinated team!

#104 AlmightyAeng

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Posted 29 April 2015 - 10:14 AM

View PostGyrok, on 29 April 2015 - 10:10 AM, said:


I disagree...because there are some dropdecks that legitimately have zero assaults, or zero lights, or both.

I do not think the issue you are pointing at is a problem at all. In fact, it is an advantage of a coordinated team!


LOL, not just some...the BEST ones. You don't need lights or assaults to take a combo of Timbers, Stormcrows and Hellbringers.

#105 Lootee

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Posted 29 April 2015 - 10:54 AM

LOL.

Last year I predicted CW would be nothing but 12 premade douchebags driving identical mechs stomping everyone else but people insisted I was wrong and it wouldn't be like that.

How would you all like your helping of Stormcrow cooked?

#106 MeiSooHaityu

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Posted 29 April 2015 - 11:08 AM

View PostGyrok, on 29 April 2015 - 10:10 AM, said:


I disagree...because there are some dropdecks that legitimately have zero assaults, or zero lights, or both.

I do not think the issue you are pointing at is a problem at all. In fact, it is an advantage of a coordinated team!


If coordinated team was always going up against a coordinated team (ex 12~10 man vs 12~10 man) I would agree. I would think of configuring a drop deck a certain way as strategy.

Now when dropping a coordinated team 12 or 10+2man vs 4man+2man+3man+3 PUGs, how do they effectively coordinate their drop deck and develop a strategy effectively while a drop counter ticks down. There is a pretty good chance that 12 man negotiated their drop config and their individual rolls before they even picked a game. The mishmash team just met minutes or seconds ago.

Really, that's probably why like sized teams should launch against like sized teams only. 12 man vs 12 man (give or take 1 or 2 filler players and mish-mash teams vs mish-mash teams. The CW queue probably doesn't have the pop to do that though.

The idea of a required mix drop just stops overwhelm tactics vs teams that have no chance to adequately organize a proper defense.

Really it isn't an ideal suggestion, but i figured limiting yhe overwhelming tactics would help level the field at least a bit. The real solution probably lies in dropping like coordinated teams against each other, but CW has population problems that probably won't support that.

#107 Joseph Mallan

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Posted 29 April 2015 - 11:11 AM

Good Point MeiSoo!

I pick my Drop deck before seeing what everyone else has. I cannot change it once the team gets together... Which is exactly when I have the information I need to know I have the right Mechs... :huh:

#108 Mitsuragi

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Posted 29 April 2015 - 11:18 AM

Guys, I can totally solve this problem.

Please make use of the LFG tool and faction chat.

Coordination begins at using our tools and ends at winning the game! :D

#109 XXXBunnyXXX

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Posted 29 April 2015 - 11:26 AM

View PostSerpieri, on 26 April 2015 - 07:10 PM, said:


PGI thinking,,,hahahaaa.

Good one :)

they werent thinking thats the point

#110 Telmasa

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Posted 29 April 2015 - 01:42 PM

View PostCygnusX7, on 29 April 2015 - 07:37 AM, said:

I drive both sides and for my piloting abilities they really do seem pretty even.
One will tank less but can fire more.
The other can tank more but has a little less range.

It all comes down to the pilot and some pilots are better than others.
One complains the other doesn't.

Meta Direwolf versus Meta Stalker
Meta Timberwolf versus Meta Thunderbolt
Meta Stormcrow versus Meta Wolverine
Meta Kitfox versus Meta Firestarter

You might laugh about the kitfox against a FS but if you're piloting it right you realize and make use of ECM.


*facepalm*

100 ton mech vs 85 ton mech
75 ton mech vs 65 ton mech
55 vs 55
30 ton mech vs 35 ton mech

Your Stormcrow/Wolverine comparison is the only one that halfway would make sense, except the Wolverine still just creams everything else at 55 tons because #quirkening. (There's a reason Theb33f literally only plays the wolverine, raven-2X, and other god-mode superquirked mechs. It makes him look good.)

Dire Wolves should have a clear (15 ton) advantage over any 85 ton mech. King Crabs (and Atlas) should be the only real competitors there.

Timberwolves should have a clear (10 ton) advantage over any 65 ton mech. That's why I say the IS needs the Black Knight, because the Orion is just shoddy at everything except an urban brawl. (75 tons is too much for a support mech.)

And there is no way you can claim a Kit Fox competes with a firestarter. ECM? "Oh look, my radar's fuzzy, look like it's lunch time!" - Said every firestarter pilot ever. The firestarter doesn't need, and never needed quirks - it already has incredible hardpoints and hitboxes and max engine sizes. Without the quirks, it would be a fair-er comparison.

"If you're piloting it right" argument applies to every mech in the game, bad or overquirked or perfect platform for CERML barfing cheese or otherwise useless because of locked standard structure problems.





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