

Counterattack Mode
#1
Posted 06 May 2015 - 04:58 PM
I've never seen a successful counterattack. For those of you who pull it off, what goes into winning this mode?
#3
Posted 06 May 2015 - 05:56 PM
Peanuckle, on 06 May 2015 - 04:58 PM, said:
I've never seen a successful counterattack. For those of you who pull it off, what goes into winning this mode?
Well this was an issue in the Tukayyid Battle for Inner Sphere, the simplest was push to drop sight and farm to win back the kill count. When you have the kill count in hand destroy the generator. Sadly I say again it is tough to do for Inner Sphere easier for Clanners because they have the better mechs to make a push in such a manner (the majority of the mechs used by clanners have better range than Inner Sphere, do more damage than Inner Sphere, and the Clan mechs go about the same speed so usually not waiting on a fatlas or such). Other options would be snipe war which also is easier for Clan mechs because of their range and damage lost over range is not as bad as Inner Sphere. So when you have a good snipe war going on and you are up in kill count then push in with some fresh mechs and destroy the generator. After that the clan mechs can return to snipe war picking the terrain outside of the gates.
Mind you this is all easier said than done and it is easier for clans to do than inner sphere.
#4
Posted 07 May 2015 - 07:33 AM
I was playing for Ghost Bear and I saw both sides do it.
#5
Posted 07 May 2015 - 11:21 AM
clownwarlord, on 06 May 2015 - 05:56 PM, said:
Mind you this is all easier said than done and it is easier for clans to do than inner sphere.
NOthing you stated is anything tangible...
You guys have range, just as powerful mechs. BETTER weapons ( yes IS weapons are better then clan right now) and just as much of a chance as we do.
You are making statements that just dont hold up....take laser vomits TBRs and SCRs against 12 STK's and tell me who wins the range game, or the snipe game, or the poke game whatever you wanna call it.
The only thing clan have that you dont is our more surviabl XL engines which makes rushing a bit easier for us i will agree with you there.
But I cant out range many IS mechs these days with any builds aside from Gauss and ERPPC's which is SOOOOOO HOT! LL are everywhere on the IS and just about every mech you see in CW uses them. To say we have more range is wrong, im pretty sure they just fixed IS LL to do dmg past 1400 m or whatever the cap was previously.
Again, nothing you stated really shows me this is EASIER for a clan mech then a IS mech just by numbers. Coordination, teamwork and pilot skill are the difference once everyone is running meta.
#6
Posted 09 May 2015 - 03:21 PM
DarthRevis, on 07 May 2015 - 11:21 AM, said:
NOthing you stated is anything tangible...
You guys have range, just as powerful mechs. BETTER weapons ( yes IS weapons are better then clan right now) and just as much of a chance as we do.
You are making statements that just dont hold up....take laser vomits TBRs and SCRs against 12 STK's and tell me who wins the range game, or the snipe game, or the poke game whatever you wanna call it.
The only thing clan have that you dont is our more surviabl XL engines which makes rushing a bit easier for us i will agree with you there.
But I cant out range many IS mechs these days with any builds aside from Gauss and ERPPC's which is SOOOOOO HOT! LL are everywhere on the IS and just about every mech you see in CW uses them. To say we have more range is wrong, im pretty sure they just fixed IS LL to do dmg past 1400 m or whatever the cap was previously.
Again, nothing you stated really shows me this is EASIER for a clan mech then a IS mech just by numbers. Coordination, teamwork and pilot skill are the difference once everyone is running meta.
The reason it's easier for clans to rush a drop zone is because the crow and timber roll damage and move a lot faster.
Over all when I'm in a 12 man we can fight you off without much trouble after few minutes but we rarely stop the rush unless we have 12 mechs with high assault level dps.
Edited by Monkey Lover, 09 May 2015 - 03:31 PM.
#7
Posted 09 May 2015 - 03:44 PM
That's but one of many viable tactics I've seen.
#8
Posted 09 May 2015 - 06:15 PM
DarthRevis, on 07 May 2015 - 11:21 AM, said:
NOthing you stated is anything tangible...
You guys have range, just as powerful mechs. BETTER weapons ( yes IS weapons are better then clan right now) and just as much of a chance as we do.
You are making statements that just dont hold up....take laser vomits TBRs and SCRs against 12 STK's and tell me who wins the range game, or the snipe game, or the poke game whatever you wanna call it.
The only thing clan have that you dont is our more surviabl XL engines which makes rushing a bit easier for us i will agree with you there.
But I cant out range many IS mechs these days with any builds aside from Gauss and ERPPC's which is SOOOOOO HOT! LL are everywhere on the IS and just about every mech you see in CW uses them. To say we have more range is wrong, im pretty sure they just fixed IS LL to do dmg past 1400 m or whatever the cap was previously.
Again, nothing you stated really shows me this is EASIER for a clan mech then a IS mech just by numbers. Coordination, teamwork and pilot skill are the difference once everyone is running meta.
Energy Weapons
InnerSphere Name Damage Heat Cooldown Range Max Range Slots Tons Speed Duration DPS DPH DPS/T HPS Impulse Health Costs ER LARGE LASER 9.00 8.00 3.25 675 1,350 2 5.0 - 1.25 2.00 1.13 0.40 1.78 - 10.00 400,000 ER PPC 10.00 15.00 4.00 810 1,620 3 7.0 1,050 - 2.50 0.67 0.36 3.75 0.030 10.00 600,000 FLAMER 0.70 1.00 - 90 90 1 1.0 100 ∞ 0.70 0.70 0.70 1.00 - 10.00 15,000 LARGE LASER 9.00 7.00 3.25 450 900 2 5.0 - 1.00 2.12 1.29 0.42 1.65 - 10.00 200,000 LRG PULSE LASER 11.00 7.00 3.25 365 730 2 7.0 - 0.67 2.81 1.57 0.40 1.79 - 10.00 350,000 MED PULSE LASER 6.00 4.00 3.00 220 440 1 2.0 - 0.60 1.67 1.50 0.83 1.11 - 10.00 120,000 MEDIUM LASER 5.00 4.00 3.00 270 540 1 1.0 - 0.90 1.28 1.25 1.28 1.03 - 10.00 80,000 PPC 10.00 10.00 4.00 90 - 540 1,080 3 7.0 950 - 2.50 1.00 0.36 2.50 0.030 10.00 400,000 SMALL LASER 3.00 2.00 2.25 135 270 1 0.5 - 0.75 1.00 1.50 2.00 0.67 - 10.00 22,500 SML PULSE LASER 4.00 2.00 2.25 110 220 1 1.0 - 0.50 1.45 2.00 1.45 0.73 - 10.00 32,000
Energy Weapons
Clan Name Damage Heat Cooldown Range Max Range Slots Tons Speed Duration DPS DPH DPS/T HPS Impulse Health Costs C-ER LRG LASER 11.00 10.00 3.25 740 1,480 1 4.0 - 1.50 2.32 1.10 0.58 2.11 - 10.00 400,000 C-ER MED LASER 7.00 6.00 3.00 405 810 1 1.0 - 1.15 1.69 1.17 1.69 1.45 - 10.00 160,000 C-ER PPC 15.00 15.00 4.00 810 1,620 2 6.0 1,050 - 3.75 1.00 0.63 3.75 0.030 10.00 600,000 C-ER SML LASER 5.00 3.00 2.25 200 400 1 0.5 - 1.00 1.54 1.67 3.08 0.92 - 10.00 22,500 C-FLAMER 0.70 1.00 - 90 90 1 0.5 100 ∞ 0.70 0.70 1.40 1.00 - 10.00 15,000 C-LRG PULSE LASER 13.00 10.00 3.25 600 1,200 2 6.0 - 1.12 2.97 1.30 0.50 2.29 - 10.00 350,000 C-MED PULSE LASER 8.00 6.00 3.00 330 660 1 2.0 - 0.85 2.08 1.33 1.04 1.56 - 10.00 120,000 C-SML PULSE LASER 6.00 3.00 2.25 165 330 1 1.0 - 0.75 2.00 2.00 2.00 1.00 - 10.00 32,000
Hmm interesting which weapon would you prefer to do full damage at range? Clan ER Medium Laser or Inner Sphere Medium Laser? Or maybe we should look at Clan Er Large vs Inner Sphere Er Large? ... If I really have to continue I can bring the other weapon systems into it. Or I could just let you go to smurfy: http://mwo.smurfy-net.de/equipment
#10
Posted 10 May 2015 - 01:00 PM
Gagis, on 09 May 2015 - 10:44 PM, said:
Lots of people I played with didn't realize this. They went for Omega first. Sometimes they took it down but lost so many mechs that the other side then had an unsurmountable lead,
#11
Posted 10 May 2015 - 02:55 PM
#12
Posted 10 May 2015 - 03:10 PM
#13
Posted 11 May 2015 - 08:18 AM
Id say how the meta is rolling, it's arguable on what would be more valuable. right now I'd say heat efficiency.
Pat kell, despite with quirks having longer range at times, it's a rare instance to utilize it effectively. This does not, however, dismiss the higher pinpoint alpha available for clan mechs.
I'm not an expert, so please correct me if I'm wrong. This is just what I see in CW and metamechs.
#14
Posted 11 May 2015 - 09:26 PM
#15
Posted 11 May 2015 - 10:14 PM
Vxheous Kerensky, on 10 May 2015 - 03:10 PM, said:
For only a hand full ... not even a hand full of mechs do the quirks work out well for IS. Oh well clan e-tears have been collected enough to fill the buckets at PGI to roll back the 250 tonnage to now 240.
Edited by clownwarlord, 11 May 2015 - 10:19 PM.
#16
Posted 12 May 2015 - 06:23 AM
clownwarlord, on 11 May 2015 - 10:14 PM, said:
Just like a handful, not even a handful of clan mechs work well for clan. In case you are wondering, i have a mastered stalker 4N, 2 mastered thunderbolt 5SS's, a mastered firestarter S and A, a mastered Raven 2x and 3L, and working on a wolverine 6K right now to make the 240T deck. My IS mechs are far easier to play simply due to the fact that heat management is an afterthought.
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