

Psa: It Is Not The Lights Job To Hold The Circle Alone
#1
Posted 07 July 2016 - 06:39 PM
Sure lights can get there faster... no problems but we will NOT hold it.... you don't want to lose by being capped out.... then do something about it.
#2
Posted 07 July 2016 - 06:51 PM
#3
Posted 07 July 2016 - 07:18 PM
#4
Posted 07 July 2016 - 07:20 PM
Moonlight Grimoire, on 07 July 2016 - 07:18 PM, said:
The problem is... the light gets there first... which I am fine with.... but then the team sees the light and then does not move foreward... all the while the 200 meters around the light is starting to radiate red from his seismic.
#5
Posted 07 July 2016 - 08:21 PM
Darian DelFord, on 07 July 2016 - 07:20 PM, said:
The problem is... the light gets there first... which I am fine with.... but then the team sees the light and then does not move foreward... all the while the 200 meters around the light is starting to radiate red from his seismic.
Yeah I see that happen pretty often myself and try to push in with my own mech, or at least find some cover within the circle, otherwise it is like watching old roman gladiator fights where they throw a slave to the lions because it is fun to watch, all the while ignoring that they are also slaves in the pit.
#6
Posted 07 July 2016 - 09:57 PM
So many people in PUG matches have no idea how to be aggressive or handle a push, and domination makes that very clear. Combine that with terrible placement of the circle (I'm looking at you, alpine) and domination just becomes frustrating.
#7
Posted 07 July 2016 - 10:23 PM

#9
Posted 07 July 2016 - 11:29 PM
Firstly the primary asset of light mechs is not armor or firepower it's speed and evasion. If you leave your light mech(s) to hold the domination point you have now also removed the one asset the light mechs have to contribute to your team's efforts. If the light mech is forced to hold a stationary point it's neither speedy or evasive.
Not using all of your team's assets is foolish.
Secondly. And I am surprised so few have figured this out yet.
The way to win domination is to seize the initiative and hold it. And you do not seize anything by pausing to find a nice rock to hide under outside the objective area. You seize and hold the initiative by massing your forces inside the objective circle and uniformly advance and attack forcing the enemy to withdraw from the circle.
So the lights arrive first next your mediums and speedy heavy mechs and lastly assault brawlers (long range support mechs should be the only mechs not in the circle and even then they should probably still be IN)
Once your team has massed it's forces in one place ADVANCE! FOCUS FIRE! and PUSH!
this wins domination.
#11
Posted 08 July 2016 - 03:39 AM
A possible fix is to remove domination mode because it's just stupid and sucks

#12
Posted 08 July 2016 - 03:47 AM
Its often the lights' fault, though.
"We lost because our lights were too busy capping instead of helping fight!"
"We lost because our lights wouldn't cap!"
"We lost because our lights wouldn't hold locks!"
I had one especially hilarious match where a guy announced at the start using voip, "two lights take Epsilon, two lights scout right flank". Meanwhile I was sitting there as the only light on the team (and not a fast one) wondering what sort of compromise I'd have to make. Of course the guy ragged us out later when we lost the match.

You get good at ignoring it, though.
#13
Posted 08 July 2016 - 04:25 AM
#14
Posted 08 July 2016 - 04:47 AM
Darian DelFord, on 07 July 2016 - 06:39 PM, said:
Sure lights can get there faster... no problems but we will NOT hold it.... you don't want to lose by being capped out.... then do something about it.
It's not the lights' job AT ALL to keep the center.
They CAN rush it to force te enemy to make a mistake.
BUT it's the heavies and assauls that have to actually conquer and hold it.
James Warren, on 08 July 2016 - 03:47 AM, said:
Its often the lights' fault, though.
"We lost because our lights were too busy capping instead of helping fight!"
"We lost because our lights wouldn't cap!"
"We lost because our lights wouldn't hold locks!"
I had one especially hilarious match where a guy announced at the start using voip, "two lights take Epsilon, two lights scout right flank". Meanwhile I was sitting there as the only light on the team (and not a fast one) wondering what sort of compromise I'd have to make. Of course the guy ragged us out later when we lost the match.

You get good at ignoring it, though.
I hear ya!
But then again, I also did have plenty the times where a light lance decides to f***'m all and do their own stuff.
Usually rushing a basecap and then either
-get wiped out and leave the team 8 vs 12
-cap and leave me with a terrible first win in my mech.
#15
Posted 08 July 2016 - 04:50 AM
Not that capping isn't important, a light just doesn't have the durability to hold something if the OpFor objects.
#16
Posted 08 July 2016 - 05:17 AM
Darian DelFord, on 07 July 2016 - 06:39 PM, said:
Sure lights can get there faster... no problems but we will NOT hold it.... you don't want to lose by being capped out.... then do something about it.
AMEN. I have no problem getting the initial upper hand... but I will not square up to 3 heavies and an Assault in my Raven/Locust. Not going to happen.
Lights will hold for as long as we can, until we are forced to pull back, before we're crippled beyond capacity to continue the fight.
#17
Posted 08 July 2016 - 06:44 AM
If the whole team doesn't race to get there, then you are hosed.
#18
Posted 08 July 2016 - 07:00 AM
#19
Posted 08 July 2016 - 07:05 AM
Malachy Karrde, on 08 July 2016 - 04:25 AM, said:
With that and just out of curiosity, what would you consider actual contribution for a light?
#20
Posted 08 July 2016 - 09:44 AM
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