Appogee, on 20 February 2016 - 09:13 AM, said:
This goes out to the guys who spawn and
immediately run to the enemy base and try to cap it.
Yes, it's Assault Mode. Yes, capping the enemy base is an objective. Yes, sometimes it is a strategically good idea for a Light to get on the enemy base, and force some of the enemy to break away from the main engagement.
But not immediately after we spawn.
When you cap rush immediately after you spawn...
- You string out and split up the team. Some of our PUG team will inevitably follow you blindly across the map, in the mistaken belief that you're the nascent death-blob or at the leading edge of the battlefront.
- You give the enemy an immediate numerical advantage. Depending on how many of you went to cap rush, and how many of our team is trying to follow you, the enemy's death blob can have as much as a 2 to 1 firepower/armor advantage over the rest of the team who is actually fighting.
- You deny us your firepower. You aren't shooting at the enemy. You aren't harassing, distracting and suppressing them. The enemy can focus down our team's most potent heavy and assault Mechs more easily.
- You lose us the match. Those of us actually fighting the enemy soon get overwhelmed by the enemy's numerical advantage. By then, one of the enemy Lights will be stepping on their base stopping you capping, and you have an entire enemy team focusing you to death, too.
- No-one gets their Challenge points. During Challenges like the present one, you need 150 match score. You are unlikely to get that from a cap rush, and the rest of us certainly won't while we're being hosed down as you stand in a square at the other end of the map..
I can't count the number of matches I've seen lost because immediate cap-rushers split up the team, got half the team killed, and then couldn't complete the cap. But spawn cap-rushing it has certainly resulted in waaaaay waaaaay waaaaay more losses than wins. (And even the wins are relatively pointless from a rewards perspective.)
So, please, don't rush immediately to cap after spawning.
By all means cap in the middle of the fight if splitting up the enemy line will help us win. But please consider carefully whether the balance of the battle is better served by you shooting, distracting and harassing, rather than just running off and standing in a square.
There is a strategy to base capping in Pug matches that eludes many.
First off if you are not piloting a mech with at least 100+ speed you have no business trying to cap early or mid match.You are not fast enough to evade a dedicated base defense and you will not have the time to finish the cap most matches.
Timing is important. Too soon and the enemy mechs are not sufficently engaged or distant.This results in a potential over reaction to your cap attempt with several of the close enemy returning to base and running you down. This doesn't keep them occupied long enough to merit the loss of your mech,it doesn't put pressure on the enemy team by significantly reducing the cap bar and it does give the enemy an easy mech kill if you fail to evade the over reaction to the base cap.
Don't be overly focused on capping early match. You mech is far more valuable spotting the enemy and distracting their attentions from your team mates.A fast mech should be supporting the team early match by locating the enemy,distracting their focus and delaying movement and possitioning of the slower mechs. Running straight for the cap is not the best use of your mech for your team.
Know when the time is right.
If your team has the enemy well engaged and the battle is in full pitch now may be a good time to attempt to draw enemy off the front. The trick to this is try to make it a lopsided trade. If your light mech only draws an enemy light off the line it's not as advantagious as drawing 2 or 3 mechs off the line. Unless of course you are sure you will take down a lone enemy light. And that leads me to my next point.
If you are a skilled one on one (or even two on one) light mech pilot then the game is a different one entirely. You are not trying to cap the base at all you are trying to get fed fresh meat that runs back to base to die at your hands. A while back I had a teammate that I would employ a strategy that was based on this pinciple. It's more difficult to do in a pug match but not impossible.
The plan is as follows. 1 Kintaro KTO18 with LRM5s and my Raven 3L with NARC. I tickle the base with the Raven and NARC and duel any responders. The entire time they are forced to dance with me the KTO is raining the LRMs on them. It's fast and it's brutal.The only mechs that don't fold quickly are the assault mechs. And if an Assault mech shows up The KTO redeploys and I bug out with the Raven leaving the enemy assault mech way off the firing line.The KTO has the range to rapidly rejoin the fight and the Raven has the speed to get back to a useful place for the team.
One of the important uses of base threatening is forcing the enemy to respond and act on your terms. It's not always about trying to cap that point as fast as possible or even as simple as distracting the enemy. It can be as complex as a well designed mech trap.