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Dire Wolves In Cw


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#21 MischiefSC

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Posted 03 February 2016 - 06:46 PM

First rule of CW -

Bring good robbits.

Second rule of CW -

Play what you're good at.

If you rock the Dire then bring it. If someone is a beast in the SRMDog then do what works best.

A common mistake you'll see is people with big swings in their deck loadout that they're not real familiar with. Not everyone is comfortable enough with a dire/ach to drop one right after the other. Maybe you struggle with sniping and so the sniper in your deck is your weak link.

It's better to have a deck that you can perform well in for 4 drops consistently than one that has a bunch of "good meta" you struggle to adjust to.

If you need to git gud with a particular mech (gauss vomit, dakka, whatever) do that with your unit in training or in quickplay.

In CW it's better to have 4 mechs you know you can deliver in consistently. Being able to switch skillsets quickly on the fly on different maps and teams comes slowly in time with practice. Pilot what you play best, just try to get good with mechs that do good. CW is a lot more demanding of an environment than pug queue. Managing a mech you're sketchy in while trying to follow a drop call is going to hurt your performance.





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