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Orbital Cannon, The Gods Laugh At You.


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#1 FlankerNo3

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Posted 07 November 2015 - 07:02 AM

On this map i feel like a joke.
Are the problems the map choke points?
If you have a concentrated rush: 1 mech pops up after the other so defenders can focus fire.
Thing is, you never get 12 vs 12, defenders dmg is never spread amongst the whole team.
Usually the 1st three mechs go down so it is 12 vs 9, and you still have to shoot a generator and not the enemy mechs.

Advantages for defenders:
Spawns are near. preperation is good, superior numbers most of the time
Can target a small area (Choke point), can easily focus fire.
Objectives are close together and hard to hit ( only backside is vulnerable)
No element of surprise.

Assume a skirmish map with a push into a grouped force aiming at the path you rush.
You get obliterated.

You have no element of surprise.
The enemy knows where you come from and where you are heading.

Assume your team can bait and a flanking force can get through,
The next time you try that they are prepared and the way from the other side is long so they got time to counter.

"You can fool some people sometime, but you can´t fool all the people, all the time."

Attacker team has to form a strategy each push and execute perfectly.
This means elaborated thinking and pressing a lot of keys and moving your mouse.
The Defenders usually just press 1 button.

#2 SkippyT72

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Posted 07 November 2015 - 07:08 AM

Ummm what map are you talking about?

#3 FlankerNo3

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Posted 07 November 2015 - 07:17 AM

Almost every map with orbital cannon as obective, Sulphurous Rift in particular.
When attackers spawn are far apart they can be even camped by the enemy if they have brains.

#4 Leone

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Posted 07 November 2015 - 02:29 PM

As someone who plays CW alot, I can point out a few flaws in your argument. If I may?

First off, regarding pushing in. I have, time and again, lead a push into a concentrated firing line, and, I can tell you that the attacking force can focus fire just as well as the defending force. One thing I like about this game is if they can shoot you, you can shoot them. And, well pushed, the lead mech may sometimes even survive to run amok for the rest of the first wave.

Secondly, once inside the base, you can ignore the gens, shooting mechs and turrets to clear space until you get a breather, firing on gens only when you've spare heat capacity.

Also, Since the drop zone rework, Defenders and attacks start rather equidistant from the gates on most maps. Sulfurous is an exception. The gates however, are there to give the defenders time to set up, but well rushed an attacking force can get in before the defenders can set up.

Defenders often will split up to envelope and surround a solid attacking force, and this can be used against them to bring your whole mech-force against an exposed flank, bringing the numbers game into your favour. There are multiple paths into every base, and an attacking force can always redeploy against an entrenched firing line.

Your currently with FRR right now. Try and drop with a group of FRR loyalists, I've had some great fights with 'em, and I've seen plenty of FRR troops work together to provide a concerted assault force that battered through broken clan lines.

~Leone.

Edited by Leone, 07 November 2015 - 02:29 PM.


#5 Spleenslitta

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Posted 07 November 2015 - 02:33 PM

It's like the Therra Therma map where everyone is pushing up a single ramp to get into the center.
Only 2 mechs can peek out at the same time and everyone behind are useless.

Whenever this happens i'm so glad i stay away from my teammates and go flanking on my own instead.

#6 iLLcapitan

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Posted 09 November 2015 - 02:41 AM

View PostSpleenslitta, on 07 November 2015 - 02:33 PM, said:

It's like the Therra Therma map where everyone is pushing up a single ramp to get into the center.
Only 2 mechs can peek out at the same time and everyone behind are useless.

Whenever this happens i'm so glad i stay away from my teammates and go flanking on my own instead.


1.) If you're peeking through the gate and not pushing, you're doing it wrong.
2.) "Flanking on my own" has no place in CW.

#7 noiRaven

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Posted 09 November 2015 - 04:34 AM

On Sulphurous Rift at least one generator can be destroyed from afar, if you have the right build for it.
On Vitric Forge you can destroy 3 gens from afar alone, and after that team can do the rest.
Problem not in the maps, I think, problem in teammates.

#8 Rushin Roulette

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Posted 09 November 2015 - 04:45 AM

Really... seriously... from all the possible maps you choose to complain (the most) about it is Sulphurous?

That is the one map where you can choose between not 2 but 3 gates to attack through. And each path even has a shortcut to the other paths through the middle.

Yes, the maps are all set up that there is at least one chokepoint (the gates) you have to go through on each path, but after that you have at least 2 to 3 options of moving with wide enough areas to group up and form a firing line.

The way I see it is that either you or your teammates are causing the problem of players running in single file here, there is no other way of saying it. Stick together, when someone pushes ALL push. That way you give the enemy 12 targets to focus instead of one by one.

P. S. If you die in a push because you were focused out early DO NOT BLOODY REINFORCE! Wait for the other 11 teammates to die and respawn with you before moving in to attack again.

Edited by Rushin Roulette, 09 November 2015 - 05:23 AM.






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