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Counterattack Has To Change.


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#1 Der Hesse

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Posted 19 February 2016 - 02:57 PM

So i was in this counterattack just now, where a clan premade sniped omega from 1.5k meters, sniped one mech down and then did run away to hide in their spawnzone for the rest of the match.
The premade i was pugged with decided to not run into the meatgrinder and sit it out.
30 minutes of waiting for a match then 30 minutes shooting figures into the snow with lasers just to wait another 30 minutes for a new match.
Had this more often but never that annoying. Really, this gamemode has to go.

Posted Image

Edited by Der Hesse, 19 February 2016 - 03:15 PM.


#2 Dan Nashe

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Posted 19 February 2016 - 03:10 PM

Is it really the game mode itself, or the fact that some maps let the enemy kill omega from a klick away?



#3 Der Hesse

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Posted 19 February 2016 - 03:17 PM

Had similar things on all maps.

#4 Crockdaddy

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Posted 19 February 2016 - 03:27 PM

We just go and kill them when this happens. No big deal.

#5 Valdherre Tor

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Posted 19 February 2016 - 03:31 PM

What a waste of c-bills.

#6 Xiphias

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Posted 19 February 2016 - 04:27 PM

Yes, counter attack needs to have alternate win conditions. It's too easy for the defender or the attacker to just draw the match out. There really is no incentive for the defender to ever leave their spawn (other than boredom). Why not defend with dropships to back you up?

On attack you can do pretty much the same thing as you've seen. Other problems are that one pilot can drag the match out even when everyone else has been killed.

#7 Alienized

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Posted 19 February 2016 - 04:39 PM

get used to such stuff by certain units. they abuse whatever they can

#8 Ace Selin

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Posted 19 February 2016 - 04:41 PM

View PostAlienized, on 19 February 2016 - 04:39 PM, said:

get used to such stuff by certain units. they abuse whatever they can

the fact they felt they even need to do that boggles the mind or could be bothered to waste their time like that .. why ?

#9 Alienized

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Posted 19 February 2016 - 04:45 PM

View PostAce Selin, on 19 February 2016 - 04:41 PM, said:

the fact they felt they even need to do that boggles the mind or could be bothered to waste their time like that .. why ?


my guess is that they think they can sealclub that way. some just refuse to rush the capzone after such exploiting and it gets boring. one way to totally let CW fail is terrible behaviour by units.

Edited by Alienized, 19 February 2016 - 04:46 PM.


#10 slide

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Posted 19 February 2016 - 04:47 PM

And Clanners are the first to ***** about in chat if you do it to them. yet the first time I ever saw it happen was from a clan team during Tuk 2. The sad thing about that match though was that the random group of pugs nearly dug them out of their spawn (they were defending) on Emerald Tiaga, ended about 48-40 from memory.

If they sit in their spawn for longer than 5 minutes report the whole team for non-participation, that might get a rocket up them. I can understand the tactic if you are shot to bits and its 45-40 ish but at 3-1 it's a complete waste of every bodies time.

#11 VorpalAnvil

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Posted 19 February 2016 - 05:11 PM

View Postslide, on 19 February 2016 - 04:47 PM, said:

And Clanners are the first to ***** about in chat if you do it to them. yet the first time I ever saw it happen was from a clan team during Tuk 2. The sad thing about that match though was that the random group of pugs nearly dug them out of their spawn (they were defending) on Emerald Tiaga, ended about 48-40 from memory.

If they sit in their spawn for longer than 5 minutes report the whole team for non-participation, that might get a rocket up them. I can understand the tactic if you are shot to bits and its 45-40 ish but at 3-1 it's a complete waste of every bodies time.

And every time I've witnessed it, it's been against terribad IS units. Whose anecdote wins? Take your IS fanboism back to the 80's where it belongs.

#12 slide

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Posted 19 February 2016 - 05:27 PM

View PostVorpalAnvil, on 19 February 2016 - 05:11 PM, said:

And every time I've witnessed it, it's been against terribad IS units. Whose anecdote wins? Take your IS fanboism back to the 80's where it belongs.


Yeah I'll admit my view is biased because I will never play clans EVER.

However this particular group of admittedly good players (no matter which side they are on) continually proves that they are more interested in clubbing seals than anything else. They are helping to reinforce the hatred, which is more than prevalent enough, against units. At this point PGI are listening to the seals, the OP is just pointing out that some units are not helping improve that view.

#13 Leggin Ho

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Posted 19 February 2016 - 05:30 PM

So someone please tell me where the defending team was, you can't just snipe that from the outside the gate so did the defending team even bother to defend or did they just hide in spawn so the dropships could back them up?

#14 Tasker

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Posted 19 February 2016 - 06:54 PM

Go kill the enemy team.

The real problem with counter attack is the same problem that every game mode has: stupidly overpowered dropships with 12 ER large lasers that were designed to make awful teams feel just a little bit better about themselves by getting a few pity kills and dragging out the match for a few minutes.

#15 Wing 0

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Posted 19 February 2016 - 08:25 PM

View PostDer Hesse, on 19 February 2016 - 02:57 PM, said:

So i was in this counterattack just now, where a clan premade sniped omega from 1.5k meters, sniped one mech down and then did run away to hide in their spawnzone for the rest of the match.
The premade i was pugged with decided to not run into the meatgrinder and sit it out.
30 minutes of waiting for a match then 30 minutes shooting figures into the snow with lasers just to wait another 30 minutes for a new match.
Had this more often but never that annoying. Really, this gamemode has to go.

Posted Image


Another garbage thread by someone who called out units naming and shaming. You started a fight, you pay for the consequences.

#16 SunTzu

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Posted 19 February 2016 - 08:33 PM

Suppress snipers with strikes and return fire. Push on them if you have to. Dropships should never deter pushing the landing zone. Regrettable and perhaps not ideal but I've never ever had a match like that and can think of many things I would try to compel combat.

#17 Aiden Skye

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Posted 19 February 2016 - 09:50 PM

So this is what happens when premades fight other premades. No pug stomp so confidence fails. If either unit wanted to fight they could have gone get some.

Edited by W A R K H A N, 19 February 2016 - 09:54 PM.


#18 MechWarrior4023212

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Posted 20 February 2016 - 12:14 AM

Killing omega in counterattack does not win the match for the attackers UNLESS they have less dead than the defenders.

Conditions for winning are set, just like attack. So using the maps to win is a part of that, yes the Omega should be harder to hit and be ALWAYS behind the gun and not in front of it.

FYI premade Mech with C-ERLL with TC 7 and 10% range module could hit and damage out beyond 1.5km I know as I have hit targets in quick! Posted Image

This is up there with Assaults base rushing....annoying but a valid tactic.

Dropship damage is annoying but can be overcome with team attacking as one.

The attacking team will get near zero loyality and c bills, except for the win, so not worth it right now.

Edited by Ember Stormfield, 20 February 2016 - 12:17 AM.


#19 Richter Kerensky

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Posted 20 February 2016 - 12:14 AM

The biggest problem with counter-attack is simple and I've already said it several times: attackers should win on a tie if omega has been destroyed, but currently they don't. This would prevent the defenders from just setting up in their own spawn and letting Dropship fire 12 er large lasers into enemy center torsos every time anyone respawns.

If attackers win on a tie when omega is down, that means that the defenders need to set up to actually protect omega instead of ignoring it as an objective completely, confident that the "spawncamping prevention system" will win fights for them.

Edited by Richter Kerensky, 20 February 2016 - 12:39 AM.


#20 Richter Kerensky

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Posted 20 February 2016 - 12:19 AM

Ideally, "counter-attack" wouldn't be a game mode at all and attackers would gain a node if they won a match and would lose a node if they lost a match, and vice-versa for the defenders, which means the important thing would be winning matches, not how many bodies you can pile onto a planet at once.





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