

Solo Players Might Have A Better Chance In A Cw Match If....
#1
Posted 09 October 2015 - 09:21 AM
I understand some may think it's better to start with their light mechs and get heavier as the match progresses to save them, but this thinking is wrong. What ends up happening is an assault mech drops alone at the very end and gets rekt because it has no support.
The first wave is extremely important in determining the outcome of the rest of the match. Bringing a light or medium mech puts the blue team down on armor and firepower right from the start.
Also, typically the lighter the mech the faster it is, which means it can reinforce faster than a heavier mech. So if the drop deck is slower/heavier first, then each subsequent reinforcement wave will return to the battle faster than the previous mech. This allows a team to hold back the tide of an advancing force. If all the mechs that return to the battle line are too slow, then the front ends up moving that much closer to that teams spawn area, and we know what usually happens once DropShip Dan joins in. Good for Dan's KDR, usually bad for Dan's Team.
Organized groups that coordinate an all light or medium rushes are the exceptions. So if someone isn't herding the cats in your game getting everyone to bring the same mech, then for the love of all things stompy, bring something chubby.
#2
Posted 09 October 2015 - 09:43 AM
Just that little bit of effort improves the experience do very much.
If any of you are kuritan and fancy teaming up. Look on the kuritan TS any of my unit 3TL would happily group.
#4
Posted 09 October 2015 - 01:35 PM
Ignore assults and mediums, try to bring 3 heavies, that way if you lose one of your "good" mechs spearheading a push it wont really matter much.
winning requires pushing in a organized manner... and not for objectives, push with the purpose of crushing the enemys mechs in a decisive manner.
and.. solo groups will never push worth a damn... so if you wan't high damage/kills just take a pure sniper/poking deck and easily rack up 2k+ damage and 10+ kills whilist being a terrible teammate and never doing anything that approaches teamwork.
^ignore that one if you wanna win.
finally.
bring mechs that can push, snipers, brawlers, laserspew can all push.. .lrms cant.
If you wanna bring a worthless weapon that only manages to look cool bring flamers, much more stylish... just as useless but way more stylish.
one last thing i almost forgot.
The advantage attackers have, the only advantage, is that they have space and time to form up as groups of 12 fresh mechs before engaging, so don't trail in one at a time, try and wait for a whole wave to die so your next push is 12 fresh mechs.
This can matter alot cuz if you always form up then every wave after the first the defenders will be fighting with damaged mechs vs a whole wave of fresh mechs.
#5
Posted 09 October 2015 - 01:40 PM
PUGs have a chance, but not if they have teammates that bad.
#6
Posted 09 October 2015 - 02:21 PM
1 - They used in-game VOIP to coordinate, call targets, provide intel, etc., instead of running off and dying solo while ignoring all attempts to organize the team.
2 - The groups they get matched with used in-game VOIP to coordinate, call targets, provide intel, etc., instead of being TS3 snobs or whatever. Private comms are fine for a 12-man, but when you have less than a full team you need at minimum to have a designated shot-caller who uses in-game VOIP, even if the bulk of your chatter stays on your private comms.
#7
Posted 10 October 2015 - 07:06 AM
Thanks All for contributing.
#8
Posted 15 October 2015 - 08:22 PM
People with long range mechs in brawling maps usually get stomped or don't do very well because they lack the DPS and people with short range mechs in long range maps usually get pooped on before they can even shoot anything.
Always be aware of your teams position, if they are pushing you should push. If they are stopping to shoot don't block them and rather setup on there flanks to setup a firing line. Supporting your team is essential. Communication is also essential.
More over take advantage of LFG, there are many unit groups that open themselves to LFG for easier matching. Join there groups, follow there lead and follow the above mentioned and you will have a much better time or setup your own LFG group and coordinate with your group.
Edited by l)arklight, 15 October 2015 - 11:47 PM.
#9
Posted 15 October 2015 - 09:55 PM
~Leone.
#10
Posted 15 October 2015 - 11:33 PM
That mean's your team is one player down in regards to spreading damaging and effectively dealing damage because unless you have a dedicated spotter spotting targets for you (which again is a waste of a mech) you cannot deal reliable damage.
Your damage is also completely spread when you actually do hit something which is never ideal, it's better to take down mechs asap which is why direct fire will always be better.
I have seen way too many LRM teams get completely stomped on to approve of LRM's in CW or even in general. At best keep it on mediums or even lights so you can atleast be your own spotter.
Edited by l)arklight, 15 October 2015 - 11:47 PM.
#11
Posted 16 October 2015 - 12:13 AM
no, you must top this with drawing fire in the right moment as well
if 100 damage to CT will kill a mech, at the same time a sniper can deal 500 damage to the same mech, shredding his parts before killing him (not easy to target specific parts of a mech when sniping and the enemy is moving). at the same time when you snipe and hide (hide is the problem actually) you avoid taking damage, which could have kept the crab with 2xAC20 alive enough to deal a lot of pain.
players that cannot avoid hiding in the back and poking occasionally to brag with their 2000 damage while 3 of their mechs a being instantly farmed when dropping should bring the first 2 waves something else, to draw fire, do a few alpha strikes and then turn back to their evil riturals of ant-iteaming
Leone. "exceptions confirm the rule" lrms are generally not for CW with the exception of few players that can handle them.
players that MUST bring lrms, please at least have tag to get your own targets
also for most players it is not possible to have multiple drop decks because of the 16 MOD`s (48mln C-Bills) needed to outfit a drop deck properly so its ok to bring long range mechs to a short range fight if you do not have enough mods for outfitting
i am not the best of players in CW but i never turn my back to the spot where my team is fighting (except if thats the only spot where i have armor left)
i bet the ppl who perform real bad or anti team do not listen or follow anything in threads like this
#12
Posted 16 October 2015 - 03:27 AM
#13
Posted 16 October 2015 - 03:33 AM
on attack i bring my assault second. reasoning is i dont want to waste it being expected to lead the initial push, i want to see how the teams are first. i want to know if we are outclassed, or if my team are a bunch of campers. never do i bring my assault last though (i may bring it second to last if its something fast, like bansh or gargles). on some maps it can take up to 3 or 4 minutes to get a slow assault mech to the gate. so if you spawn and there is 2 minutes on the clock, just forget it you are too slow to make a difference (unless they are pushing you at that point).
#14
Posted 16 October 2015 - 03:57 AM
I dont know how often Ive seen that one (I Wouldnt even call it PUG because I would never pick him/her up if I ever had the chance) who rushes straight to the enemy as soon as they respawn... again and again and again and... Oh... no more mechs.
They never wait to regroup with the rest of the team and always end up charging in to join critically destroyed teammates and end up in a 12 v 1 situation after a few seconds when the critically destroyed teammates are taken down.
These noobs are usually also the ones complaining the lodest in allchat (of course after they have lost all 4 mechs while the rest of the team is on their 2nd mech) about how Clan mechs or Thunderbolts being Overpowered and how the opponent can only play cheese (or any variation of these messages). It doesnt matter if the opponents are clan or IS or which faction they are... every faction has these guys who make you want to facepalm yourself so hard that your palm will hit the wall behind you.
Always wait up for all 12 in a spawn to move in together. If you die early and respawn... treat your teammates who are fighting in enemy territory as already dead... they just dont know it yet.
Edited by Rushin Roulette, 16 October 2015 - 03:59 AM.
#15
Posted 16 October 2015 - 05:02 AM
So many new players just do not listen. If you drop with a group and said group is obviously working together ask them hey what should I bring?
Once boots are on the ground listen to the group lead. DO NOT argue even if you are not sure what the group is doing.
This goes for those who normally group drop. If you are not group lead DO NOT ARGUE or just go do your own thing. There is safety in numbers and even more lasers heading down range. You MAY get killed, you WILL take damage, but your team mate if he has any skill will be dishing it right back at the enemy team.
#16
Posted 16 October 2015 - 05:57 AM
IMHO:
For pugs and, even most of the teams out there, CW is a game of mostly coordinated brawling (especially on attack). If you disperse, you're dead (share the load). If you argue with the lead or otherwise sow confusion, you're dead (do what you are told...if you can't do that then be the lead).
To avoid dispersion, you have to communicate, and you have to follow orders. It really is that simple. If you do that your chances of winning go way up. If the other team is doing the same thing, then it comes down to skill...and hey, you win some and you lose some.
For you contrarians and exceptionalists:
-Yes there are teams that are essentially 12 person sniper units (EMP for example), with amazing ability to coordinate fire from spread out points, and thus where you sticking together doesn't much help. But for 95% of the other teams or pugs out there I do believe that coordinated pushes are far more important than particular builds (yes within reason) or even great player skill (yes, you need some skill...shooting at the ground doesn't help anyone).
-Yes, if you stick together you are subject to air strikes, etc. So leave a bit of room for maneuvering...you don't always need to be shoulder to shoulder.
-Yes, a light push where everyone goes in randomly can be effective but only in certain circumstances (e.g. following a push where you have done significant damage to more than one wave of the enemy and/or destroyed most turrets and/or gens on an attack).
So yes, we all recognize that there are other tactics that can be used, but for PUG drops and even most teams, coordinated pushes where you function together (communicate) win matches.
Side notes from my CW experience:
-LRMs are great on some matches/maps, but mostly on defense, and ideally on second or third wave (better shot at killing or criting damaged mechs).
-Learn to read the opening screen to know what map you are on before you drop and select your mechs accordingly (for example if you see the 1st or 7th pie lit up, it means Boreal. If you are on defense then perhaps that LRM build you have been dying to tryout might be useful. It it is Vitric, don't take a hot build etc.)
-Default control for talking to your team is CAPS LOCK. USE IT!!! and/or LISTEN to those who do.
#17
Posted 17 October 2015 - 04:55 AM
Levi Porphyrogenitus, on 09 October 2015 - 02:21 PM, said:
1 - They used in-game VOIP to coordinate, call targets, provide intel, etc., instead of running off and dying solo while ignoring all attempts to organize the team.
2 - The groups they get matched with used in-game VOIP to coordinate, call targets, provide intel, etc., instead of being TS3 snobs or whatever. Private comms are fine for a 12-man, but when you have less than a full team you need at minimum to have a designated shot-caller who uses in-game VOIP, even if the bulk of your chatter stays on your private comms.
I have to say here though mate, the in game voip is just AWFUL. A lot of the time you can't make it work properly. A lot of the factions use the main faction's TS hub-we Kuritans do and how long does it take to sign on to that?
If people are not willing to do that......
#18
Posted 17 October 2015 - 05:11 AM
kamiko kross, on 17 October 2015 - 04:55 AM, said:
If people are not willing to do that......
Who wants to sign on to a separate TS server just for a match? If a player or a small group of players want to drop together without hooking up with a larger group for several games, are they supposed to keep swapping around? What about when they're fighting against Clans and could be matched with a hodgepodge of factions?
As for the in-game VOIP, I've never had a problem with it. What are the odds that every single one of your grouped players can't manage to get it running? If even one can, then have him be your liaison. The PUGs don't need to hear every bit of color commentary, just the important stuff like movement orders, target designations, and a summary of the overall plan.
#19
Posted 17 October 2015 - 10:36 AM
Levi Porphyrogenitus, on 17 October 2015 - 05:11 AM, said:
Who wants to sign on to a separate TS server just for a match?
I do when soloing, it takes about 20 seconds for me to do so. It's not hard and is almost effortless. Also many others do too! The in game voip is notoriously awful-I see people trying to use it in cw and it's just horrible quality. Also you can't use it to talk in the lobby or at any other time........
Hence why most non solos use TS3 or the like.
If people get an attitude over using something basic like TS3 then ...well...there's no helping anyone who won't help themselves is there?
#20
Posted 18 October 2015 - 10:32 PM
Joining a groups TS server if they're offering it is a good way to learn about the game and meet other players
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