

Why Do So Many Play Defend And Not Attack?
#21
Posted 30 March 2016 - 04:22 AM
But yeah, the Queue Split will change this for the better!!!!!
#22
Posted 30 March 2016 - 05:11 AM
The worst thing is that they will end up in a counterattack against a large premade more often than not, score 270 dmg between their 4 sh*tmechs and then complain about large premades ruining the game for them (and this is coming from someone who solodrops in CW 90% of his time spent with mwo).
Two days ago i saw 23 defenders waiting in line on a planet with 0 conquered areas and 0 attackers. It's ridiculous.
#23
Posted 30 March 2016 - 11:02 AM
#24
Posted 30 March 2016 - 11:55 AM
meteorol, on 30 March 2016 - 05:11 AM, said:
The worst thing is that they will end up in a counterattack against a large premade more often than not, score 270 dmg between their 4 sh*tmechs and then complain about large premades ruining the game for them (and this is coming from someone who solodrops in CW 90% of his time spent with mwo).
Two days ago i saw 23 defenders waiting in line on a planet with 0 conquered areas and 0 attackers. It's ridiculous.
It was the FRR world on the Wolf border, wasn't it.
Pugs love that world. Wolf is the only faction that a pug can play against in sh*tmechs and still stand good odds of winning.
#25
Posted 30 March 2016 - 12:23 PM
DevlinCognito, on 30 March 2016 - 11:02 AM, said:
i have a hunch that the pug queue will be completely dead. reason is, none of them will open any attacks and so there will be no one to fight. cant even interrupt one of ms's ghost drop farming sessions with a seal stomp anymore.
#26
Posted 31 March 2016 - 08:58 AM
Military doctrine dictates that it takes a 2:1 advantage minimum to successfully assault a defended and entrenched position. When the defenders can flock to a single defense point (either gate or the center) they can concentrate their forces in firing lines to harass the invaders almost with impunity (the attackers can stop to engage, but sight lines are **** and they'll be focused down).
This isn't to say it's impossible as attackers do win, but it's definitely an uphill climb.
EVERY map needs updated to include a "long way around" route without turrets or defenses except for the defenders themselves to give the attackers more avenues to assault, more places for the defenders to watch.
#27
Posted 31 March 2016 - 10:43 AM
#28
Posted 31 March 2016 - 12:38 PM
The biggest factor in matches is the caliber of your opponent. Which is why defense queue is a bad place to pug.
#29
Posted 31 March 2016 - 12:49 PM
The attack queue requires an actual effort by the faction to attack. Unless you are one of the more populated factions for CW, this is not going to happen.
The defense queue is where the term "rainbow PUGs" come in. When any coordinated faction decides to attack, the "Call To Arms" is broadcast in any sort of IS vs Clan situation, and since anyone of same House or Clan can respond in a defense, this is the greatest contributing factor in lopsidedness.. because most organized units won't go on defense unless it is of their own faction or unless they have nothing better to do.
That's why TS Faction Hubs are pretty important, as it allows the opportunity for unitless players to help out in an attacking situation.. instead of being part of a group of "rainbow PUGs" that will normally get their mechs smashed in due to poor coordination.
The unit/unitless queues will effectively reinforce this even more.
#30
Posted 01 April 2016 - 12:58 PM
ArmandTulsen, on 31 March 2016 - 10:43 AM, said:
When they go ahead and update the game so that we can actually level city blocks to clear firing lanes, that response will be appropriate. Currently, it's not.
#31
Posted 01 April 2016 - 02:11 PM
Cifrer, on 01 April 2016 - 12:58 PM, said:
When they go ahead and update the game so that we can actually level city blocks to clear firing lanes, that response will be appropriate. Currently, it's not.
Except, again, defense is at a disadvantage on most maps and modes favor attackers. Plus on defense you're generally playing a 12man, on attack you'll more likely draw mixed teams.
Without question or exception attack queue is an easier source of wins than defense queue - you just have to not be a team of cowards. If you drop attack, group up and push you'll roll wins and at least 80% wins.
Because pugging in defense queue is literally the worst possible option but people do it anyway, for the same reason they have lrm60 TBRs. Because if they were good at the game they would have a deck of good mechs and try to stick to attack queue, use LFG and group up.
I've spent over 2 months playing daily on a mech bay tour, jumping factions every week. I've rarely played without being part of a group and only dropped defense when there was no other option. As such I'm at about 90% wins.
That's traveling as a pug too.
People get stomped constantly in FW because they leave nothing to chance. They pug defense in bad mechs and refuse to coordinate or communicate. It's like laying down on a freeway at night and being angry they keep getting run over.
#32
Posted 01 April 2016 - 04:37 PM
If you're attacking any world, you have to be attacking as a part of a faction based force. You don't need to have everyone in a unit or as a group, but you must all be, for example, Davion players.
For defence against the clans, that rule doesn't actually apply, so any pugs from any faction are able to fight there. Whether it's an actual unit or group, or a hodge-podge from every faction. It guarantees that even on slow days, there's at least somewhere for IS players to fight (especially since the clanners seem to all gravitate to one or two clans at a time, meaning it's a LOT easier for them to form a faction-drop against an Inner sphere world.
Of course, the opposite does happen when IS fights the clans, but the effect is reduced, because the clans are much less divided, so they have more of an option NOT to play defensively.
The Inner Sphere doesn't seem to have that same effect of "All the clanners go wolf this month and stomp everyone back to terra", At least, not often. I really hate the idea of allowing players to unlock mech-bays in this match mode, as it's kept a lot of the IS players from doing any sort of planning their strategies as they hop from faction to faction
#33
Posted 01 April 2016 - 07:07 PM
Cifrer, on 01 April 2016 - 12:58 PM, said:
When they go ahead and update the game so that we can actually level city blocks to clear firing lanes, that response will be appropriate. Currently, it's not.
That was a response to the claim that you need an attack force ratio of 2:1 at the minimum for a successful attack, and had nothing to do with the tactic of destroying buildings. You've misread.
#34
Posted 01 April 2016 - 07:11 PM
#35
Posted 01 April 2016 - 10:01 PM
We've only recently experienced a lull in clan defenders during the late afternoons on weekdays, but the evenings and weekends are always popping. In fact, if any of you out there crave a more organized experience, drop by the FRR faction threads and check out our Stormtrooper project. It's an evolving project. We're experimenting with running uniformed decks across multiple units, and the current layout we're working with will change, but at the moment we're trying to get enough bodies together to start regular FRR community synergy training for those that have the mechs and desire to participate.
Take a contract, make mad c-bills, take some worlds, get some mechbays. Cross train with our units and become part of FRR history as we begin to write the standard military doctrine of the Royal Kungsarme. Come fight for the RKA, and help Project Stormtrooper grow.
Generalløytnant Daemonwulfe - RKA
Edited by DaemonWulfe, 01 April 2016 - 10:06 PM.
#36
Posted 02 April 2016 - 09:28 AM
attacking in a public group can really be a nightmare; at least on defense you can be relatively confident that most of your team will actually fight together.
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