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What's Up With All The Gen Rushing?


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#101 Javin

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Posted 14 September 2016 - 07:46 AM

Because both teams being equal in skill the clanners will win 90% of the time in a strait fight?

We can talk superior range, clan xl, better clan hardpoints, superior speed. We could mention IS mechs size increase making cover harder to find, the loss of quirks, the reduction of speed, torso twist, and increase of movement profiles. But everyone knows all these facts.

The reality is most of maps favor the long range and movement of clans. If you strait up fight clans the IS have very few advantages. Look at the spread of the clans to prove my point. Every time the clans have reached Terra and taken all the ground around it.

Yes we gen rush sometimes. We want to remember occasionally what victory tastes like.

Edited by Javin, 14 September 2016 - 07:47 AM.


#102 Husker Dude

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Posted 14 September 2016 - 08:22 AM

To be probably the hundredth person to say it:

Most of the FW maps don't really favor range. There's Boreal for sure, and maybe Hellebore (that map can be played multiple ways), but that's pretty much it.
Clans do benefit greatly from a speed advantage (for example, IS defending between the gates on Emerald often try to push after a left-gate rushing team, but can't catch up before those mechs get all the way around the left side to the gens and turrets), and obviously from CXL engines, but range doesn't end up being a huge factor on most FW maps. Balance might be slightly tilted towards Clan right now (between Clan XL, the KDK-3 and 396m CSSRM range b/w the loss of many IS quirks and the rescale), but it's not so much overwhelming as the player population that will swing what side is winning.

Also, early on in Phase 3, all of the Clans were basically pushed by IS all the way back to their homeworlds. None could gain any territory for a considerable amount of time, until a huge amount of units switched to Jade Falcon. I don't think Wolf or Jaguar ever recovered, and it took quite a lot for Ghost Bear to come back (speaking of gen rushes).

#103 Javin

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Posted 14 September 2016 - 08:52 AM

Yes, that happened after the great requirkening that basically nerfed the IS to the ground.

#104 SmokeGuar

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Posted 14 September 2016 - 09:54 AM

PGI giveth, PGI taketh.

Tad wild guess, IS quirks still far exceed Clan quirks.

#105 Baulven

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Posted 14 September 2016 - 11:38 AM

Honestly I think the biggest thing for the events is that clans have a higher minimum floor for participation, compared to the IS side. Clan trials aren't super terrible, while IS mechs are cheap to buy and expensive to optimize (and what, two work well for FP?) So I think that is where the disparity really shows its ugly head. If there was a massive imbalance it would be seen in both QP and FP posts but I only see the complaint for FP there days.

Granted yes clans do have a slight advantage due to rescale. It wasn't kind to a lot of mechs and there does need to be a bit of balancing but I view that as akin to how it was slightly in IS favor prior to rescale.

#106 Dr Decal

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Posted 14 September 2016 - 03:47 PM

Javin you talk about clans superior range, yet when I play the majority of the clan players are running bulk SRMs and SPLs, against these builds IS have the superior range, Range advantage shouldn't be a factor given the whole gamemode is geared to one team being forced to push through a chokepoint - the defender just needs to choose how far from the chokepoint he sits, and ensure that his team are all sitting a similar range from the chokepoint, in IS mechs with the awesome LPL about 350-400m from said choke point seems to work. having said that my results have improved markedly switching to ye old 6SRM6 splatapult.

Edited by Dr Decal, 14 September 2016 - 03:47 PM.


#107 Czarr

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Posted 17 September 2016 - 07:30 PM

Gen rushing? I only know like one or two units that have gen rushing as their strategy. Most units like to brawl so I haven't seen a lot of gen rushing.

#108 Chuck Jager

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Posted 18 September 2016 - 09:34 PM

View PostNerdboard, on 06 August 2016 - 04:38 PM, said:


Thats just not true though. I almost play exclusively IS and a lot of defense and I can tell you that more than half of all clan groups gen rush atm. Its a valid tactic and if you do it fast with a good contract probably generates the most c-bills over the board (on a big group). I assume you just see more organized Steiner groups not intending to farm now.

But really everyone does that.

I play with 420 and we saw a huge jump from IS to clan GB and JF in the last 2 weeks. This also seemed to spawn more pugz to jump ship.

Some folks like to be tu*ds or maybe they are trying to game the map. Surprise nerd gamers sometimes like to think they are sneaky when they exploit a simple tactic. I do not mind the tactic if it is 2 teams of equal players, but common we all like to have a chance to get some damage and it is pretty obvious that the map really does not mean much.

#109 Crockdaddy

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Posted 18 September 2016 - 10:13 PM

View PostfeeWAIVER, on 05 August 2016 - 06:44 PM, said:

This week it's like every Steiner team is gen rushing.
Have all the good players went Clan this week?


If you get gen rushed you have bigger problems. Gen rushing is relatively hard to do when compared to the past. In fact the defenders have some pretty significant advantages that if both sides are equal skill the defenders should win pretty much every time unless someone screws up.

#110 Vxheous

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Posted 18 September 2016 - 11:23 PM

View PostCrockdaddy, on 18 September 2016 - 10:13 PM, said:


If you get gen rushed you have bigger problems. Gen rushing is relatively hard to do when compared to the past. In fact the defenders have some pretty significant advantages that if both sides are equal skill the defenders should win pretty much every time unless someone screws up.


Pretty much this. Park your mechs in front of the generator hole and physically block that gen from getting shot till they kill you. Takes some team sacrifice to do it, but many gen rushing teams aren't prepared for that and just stare at you after they round the corner and go "what do we do now?" as they get lit up with their mouths open.

#111 MischiefSC

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Posted 19 September 2016 - 07:59 AM

View PostVxheous Kerensky, on 18 September 2016 - 11:23 PM, said:


Pretty much this. Park your mechs in front of the generator hole and physically block that gen from getting shot till they kill you. Takes some team sacrifice to do it, but many gen rushing teams aren't prepared for that and just stare at you after they round the corner and go "what do we do now?" as they get lit up with their mouths open.


The KDK is the best mech in the game for this btw. Literally blocks the whole thing, even a Mauler doesn't do that.

Fat KDK OP. PLS NERF.

#112 Crockdaddy

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Posted 22 September 2016 - 05:23 AM

View PostMischiefSC, on 19 September 2016 - 07:59 AM, said:


The KDK is the best mech in the game for this btw. Literally blocks the whole thing, even a Mauler doesn't do that.

Fat KDK OP. PLS NERF.


It's sheer size is the only negative about it. If it was smaller (IE the ARMS didn't stick out so far) the KDK variants beyond the KDK-3 would be OP as well. Instead generally speaking the KDK-3 rules the world either as a dakka dakka boat or as a PPC / Gauss machine.

#113 MischiefSC

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Posted 22 September 2016 - 12:34 PM

View PostCrockdaddy, on 22 September 2016 - 05:23 AM, said:


It's sheer size is the only negative about it. If it was smaller (IE the ARMS didn't stick out so far) the KDK variants beyond the KDK-3 would be OP as well. Instead generally speaking the KDK-3 rules the world either as a dakka dakka boat or as a PPC / Gauss machine.


Yep. Just funny that the KDK3 being a chubby happens to make it perfect for blocking gens. The thing just can't lose for winning.

Night Gyr is going to do the same thing to heavies. I get people keep saying IS dakka is better but the ability to carry often 20-30% more total firepower (better tonnage, less spaces, CXL, etc) plus double-tapping runs better 90% of the time and for the Goose + that few extra tons let's the clans carry an assault loadout.

High ballistics top this off for Uber Super Best ever Level Break!

Power creep is a better term than OP but it's better. How much better is "OP"? Dunno. It's better though.

If IS Clan tech was balanced this wouldn't be an issue. Then again if PGI was willing/able to balance tech then we would have a better designed game and a developer willing/able to make it.

#114 justcallme A S H

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Posted 22 September 2016 - 01:34 PM

If you're having to block gens with a KDK3, you've got issues... Issues in that, how the hell has it got to a point you need to block a gen with one when they can mow through 2-3 mechs at a time.

#115 _Comrade_

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Posted 23 September 2016 - 05:49 PM

Gen rushing is a bad tactic the best tactic is to wait the entire 20 something minutes, just don't move at all after drop and than go in when you have like 5 mins left





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