Frozen City Spawns
#1
Posted 23 December 2015 - 09:25 AM
Am I the only one that has problems with the spawn points on Frozen City?
If your assault lance spawns down in the B6ish psition, it becomes somewhat of a handicap for your team. By the time you haul those big fat asses up to the city level, the enemy team are already in good positions around the tower and the hill to engage, while you dont have really good cover and your team is still a bit further away.
Correct me if I am wrong, but it happens often I am starting to be annoyed by this one...
#2
Posted 23 December 2015 - 09:27 AM
#3
Posted 23 December 2015 - 09:27 AM
#4
Posted 23 December 2015 - 09:33 AM
cdlord, on 23 December 2015 - 09:27 AM, said:
Try explaining that to the PUG assault lance...
I swear to god, i can't believe it: i'm tier 2, i expect people i play with to have learnt by now how this map works.
But no! They still are surprised when they get jumped on top of the ramp or the whole enemy team comes crashing down on our rear from the C3 hill.
And you can't even try explaining something on chat/VOIP: team just divides and you lose even worse, and everyone hates you for trying to herd cats.
My favourite moment was a few days ago: i explain that the enemy team will 90% push C3 hill, and ask for the team to form a fireing line near the D line. What do they do? They PUSH C3 one at a time, into the whole enemy team.
Something on Frozen transforms people into complete idiots.
I'm really starting to resent this map.
Edited by TheCharlatan, 23 December 2015 - 09:37 AM.
#5
Posted 23 December 2015 - 09:40 AM
TheCharlatan, on 23 December 2015 - 09:33 AM, said:
Try explaining that to the PUG assault lance...
I swear to god, i can't believe it: i'm tier 2, i expect people i play with to have learnt by now how this map works.
But no! They still are surprised when they get jumped on top of the ramp or the whole enemy team comes crashing down on our rear from the C3 hill.
And you can't even try explaining something on chat/VOIP: team just divides and you lose even worse, and everyone hates you for trying to herd cats.
My favourite moment was a few days ago: i explain that the enemy team will 90% push C3 hill, and ask for the team to form a fireing line near the D line. What do they do? They PUSH C3 one at a time, into the whole enemy team.
Something on Frozen transforms people into complete idiots.
I'm really starting to resent this map.
Oh yeah, well, I only say that if YOU are down there.... Herding cats, yeah, eventually they will learn, but cats are stubborn creatures...
#6
Posted 23 December 2015 - 09:58 AM
Such lol. Very rofl. Wow.
Edited by Paigan, 23 December 2015 - 09:58 AM.
#7
Posted 23 December 2015 - 10:14 AM
Alg86, on 23 December 2015 - 09:25 AM, said:
Am I the only one that has problems with the spawn points on Frozen City?
If your assault lance spawns down in the B6ish psition, it becomes somewhat of a handicap for your team. By the time you haul those big fat asses up to the city level, the enemy team are already in good positions around the tower and the hill to engage, while you dont have really good cover and your team is still a bit further away.
Correct me if I am wrong, but it happens often I am starting to be annoyed by this one...
You just find the other way up. It's back toward your base (if Assault). There is another hill. I've learned by dying not to take that way up.
#8
Posted 23 December 2015 - 10:21 AM
#9
Posted 23 December 2015 - 10:25 AM
#12
Posted 23 December 2015 - 01:55 PM
Spawns should be reset to the old, "everyone-together" style, or made into completely random drops. If random, then that would make things much more interesting.
#15
Posted 23 December 2015 - 02:28 PM
cdlord, on 23 December 2015 - 09:27 AM, said:
There is actually an even faster route. It requires a little wriggling, but assaults can do it without jump jets. Here I made some screenshots for you guys.
Step 1:
Step 2:
Step 3:
Step 4:
The funny thing is going this way or Jenner's alley are both faster and safer than going up that one ramp and double backing while exposing your back to attackers. There really is no good reason to go the way most people go unless your whole team is bum rushing B4.
Edited by Jman5, 23 December 2015 - 02:29 PM.
#16
Posted 23 December 2015 - 03:37 PM
cdlord, on 23 December 2015 - 09:27 AM, said:
This is the plan!
Actually the whole plan should take into account that there are basicaly three choices the team that spawns on the high side of the map have.
1) cave rush (rare choice)
2) Gunline over the snowdrift at the dropship wreck (uncommon)
3) Gunline in the lower city facing the frozen docks (most of the time)
Step one send two fast mechs to the cave to check for sneaky back capping lights or the rare tunnel rush. If some reason it is a tunnel rush these two mechs report and withdraw and the rest of the team repositions to receive the tunnel rush.
Step two One fast mech goes to the saddle of the snow drift past the nose of the dropship wreck. If it has seismic hold position if no seismic sensor then (well actually in any case) launch a UAV to spot over the hill.
Step three The lance that spawns in afore mentioned "aweful" spawn point turns LEFT and up the slope to the ussual area the fight goes down 99% of the time. A mech from this lance should have seismic and/or a UAV to spot the enemy location to see if they are indeed in the customary gunline formation over the hill.
Step four the lance of mechs that didn't spawn on the low slope and does not contain the three fast mechs deployed for recon takes position behind the dropship wreck ready to swing over the saddle of the snow drift or across the dropship wreck tail depending upon the enemy positions.
So if the enemy are doing a cave rush move 4-6 mechs to cover the exit on your side ( stay back at least 200m from the cave mouth to allow all mechs to fire at the exit) send your 2 fastest mechs to back cap the enemy base The rest hold position between the the snow drift saddle and the battle line at the cave mouth (to either move to support a break out from the cave exit or to handle any mechs that attempt to slip out the side exit of the ice cave and flank) Your two back capping fast mechs are a distraction to pull mechs out of the fight until you have a kill advantage they should run away if engaged at the cap point by anything that isn't easily destroyed by them)
A more likely outcome is the enemy sets up a gunline across the dune and pokes at the saddle. If you have a seismic equiped scout in possition (like behind the building in the recessed area) you will know they are there. A UAV should be deployed to get an actual count of the mechs present. If most of the enemy are there and facing the snow drift then the lance deployed in the lower spawn advances from the flank.The moment the lower spawned lance engages the rest of the mechs at the saddle and dropship wreck crest the hill and attack. If your 2 scouts that were sent to the cave are free to engage they should exiting through the mid point cave exit to attack the enemy rear.
The most likely outcome is the enemy will move through the lower city until they contact your team. If the lower spawn lance turned LEFT it will be them. The instant that this lance is engaged they deploy a UAV. All the other team members at the saddle and wreck advance straight into the enemy flank and the lower spawned lance advances forward. Again if they are available the light recon pair should attack by exiting the cave midpoint and move to attack the enemy rear.
The idea is control the battle flow from start to finish dispite the crap spawns.
P.S. It is technically possible that the enemy team just plays defense and does none of the three I outlined.
Just out wait them eventually a light mech will be dispatched to see WTF you team is up to and if you kill it you now have the initiative.
Edited by Lykaon, 23 December 2015 - 03:39 PM.
#18
Posted 23 December 2015 - 03:51 PM
Twitter said:
Russ Bullock
theres this,
#19
Posted 23 December 2015 - 03:51 PM
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