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Psa: It Is Not The Lights Job To Hold The Circle Alone


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#1 Darian DelFord

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Posted 07 July 2016 - 06:39 PM

It is NOT the lights job to hold the circle alone while all the heavies and assaults play peek a boo from 500 meters OUT of the circle and miss.

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 chucklesMuch

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Posted 07 July 2016 - 06:51 PM

I seldom pilot a light, outside of Intel gathering. And i totally agree.



#3 Moonlight Grimoire

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Posted 07 July 2016 - 07:18 PM

I can understand some heavies and assaults not running into the Circle immediately, but, they should still try to be as close as possible. Lights, Mediums, and fast Heavy mechs (70KPH or faster) should push the circle or at least be in the position to step into it within a few seconds. I know most circles have little to no cover, but, if you just let the enemy sit in the circle and expect your lights in no cover to soak fire while you peak and poke outside of the circle you are going to lose before you break 300 damage.

#4 Darian DelFord

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Posted 07 July 2016 - 07:20 PM

View PostMoonlight Grimoire, on 07 July 2016 - 07:18 PM, said:

I can understand some heavies and assaults not running into the Circle immediately, but, they should still try to be as close as possible. Lights, Mediums, and fast Heavy mechs (70KPH or faster) should push the circle or at least be in the position to step into it within a few seconds. I know most circles have little to no cover, but, if you just let the enemy sit in the circle and expect your lights in no cover to soak fire while you peak and poke outside of the circle you are going to lose before you break 300 damage.


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 Moonlight Grimoire

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Posted 07 July 2016 - 08:21 PM

View PostDarian 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 Dfeeds

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Posted 07 July 2016 - 09:57 PM

This. So much this. I played primarily lights for a while in a row and dreaded domination. It came to the point where I just wouldn't bother rushing the circle unless there was a couple of mediums and lights with me. I've been on teams that have lost within minutes because they just didn't touch the circle and the few that did, died being all alone.

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.

#7 627

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Posted 07 July 2016 - 10:23 PM

You are right. It is your job Darian, whatever mech you have! Posted Image

#8 William Mountbank

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Posted 07 July 2016 - 11:10 PM

View PostDarian DelFord, on 07 July 2016 - 07:20 PM, said:

all the while the 200 meters around the light is starting to radiate red from his seismic.


From seismic, or from enemy fire causing the ground around the hold point to actually glow hot?

#9 Lykaon

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Posted 07 July 2016 - 11:29 PM

To elaborate on your PSA.

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.

#10 El Bandito

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Posted 08 July 2016 - 03:28 AM

View PostLykaon, on 07 July 2016 - 11:29 PM, said:

Once your team has massed it's forces in one place ADVANCE! FOCUS FIRE! and PUSH!

this wins domination.


Easier to say than done in a pug match. Nevertheless, it is something I strive to do.

#11 WarPickle

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Posted 08 July 2016 - 03:39 AM

Just brought this up in game chat the other day.. all of us lights got in the circle on Frozen City and a wall of red was pushing on us... every other mech just sat a few hundred meters behind a hill.... not even coming to help... and half of them went chasing a light that was bebopping around.... our little light butts were promptly handed to us..

A possible fix is to remove domination mode because it's just stupid and sucks :P

#12 James Warren

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Posted 08 July 2016 - 03:47 AM

Sometimes its less frustrating to just fall back and watch your team lose to the timer. At least... that's the advice I wish I followed.

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 Malachy Karrde

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Posted 08 July 2016 - 04:25 AM

I'm to the point in this game that I consider the light lance lost at the beginning of the match. I've learned that most of them are determined to do their own thing to the detriment of the match and team. Most of the time it gets them killed. If they actually contribute its a big surprise and appreciated.

#14 PyckenZot

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Posted 08 July 2016 - 04:47 AM

View PostDarian DelFord, on 07 July 2016 - 06:39 PM, said:

It is NOT the lights job to hold the circle alone while all the heavies and assaults play peek a boo from 500 meters OUT of the circle and miss.

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.

View PostJames Warren, on 08 July 2016 - 03:47 AM, said:

Sometimes its less frustrating to just fall back and watch your team lose to the timer. At least... that's the advice I wish I followed.

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. Posted Image

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 Spetulhu

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Posted 08 July 2016 - 04:50 AM

Make them chase the squirrel, forget the objective and run into our heavies. And once engaged you go around/sideways/there and shoot some tasty back panels, legs, arms.

Not that capping isn't important, a light just doesn't have the durability to hold something if the OpFor objects.

#16 BaconTWOfourACTUAL

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Posted 08 July 2016 - 05:17 AM

View PostDarian DelFord, on 07 July 2016 - 06:39 PM, said:

It is NOT the lights job to hold the circle alone while all the heavies and assaults play peek a boo from 500 meters OUT of the circle and miss.

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 Nightops25

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Posted 08 July 2016 - 06:44 AM

It's everyone's job to get to the circle, lights should just be the first ones there to start/stop the timer. Once the mediums/fast heavies reach the edge of the circle, pop a UAV or air/arty strike and either move to regroup for ECM/fire support, or flank out to scout and harass the other team from the back and sides.

If the whole team doesn't race to get there, then you are hosed.

#18 Coolant

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Posted 08 July 2016 - 07:00 AM

of course it isn't, just like it isn't the job of lights to brawl assaults cause they tank like assaults and have way too much firepower...oh wait...

#19 SteelBruiser

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Posted 08 July 2016 - 07:05 AM

View PostMalachy Karrde, on 08 July 2016 - 04:25 AM, said:

I'm to the point in this game that I consider the light lance lost at the beginning of the match. I've learned that most of them are determined to do their own thing to the detriment of the match and team. Most of the time it gets them killed. If they actually contribute its a big surprise and appreciated.


With that and just out of curiosity, what would you consider actual contribution for a light?


#20 Chuck Jager

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Posted 08 July 2016 - 09:44 AM

If you shoot the mechs in the circle they die and the timer does not go down. All you got to do is swing a ml across everyone to stop the timer. I have only seen one game lost to the timer and there was enough bad on both teams to fill the forums with QQ for a week.





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