A few of us broke off our former unit, and made our own. We wanted a little more than the usual poke gameplay and lurming, and were fed up with people who can't commit to a push, who can't follow simple orders, or people who still have 3 drops left when our team is losing 40-10....etc...
We have a few stable players, and slowly growing, but our battlefield tactics are lacking, because until now, we simply didn't really go beyond "stick together, focus fire" and a little flanking here and there.
I found the most of the time even PUG matches can be pretty solid, if you just tell them what to do. Now...the only thing remaining is knowing what to tell them
Let me start off with something I've learned a few weeks ago:
- After defending against a wave, every single surviving defender from the previous drop pushes out, to weaken the next enemy wave.
For example: First enemy wave hits, Defender drop 1 wind and clears our Attacker drop 1 with a 12-7 standing. Our five remaining mechs from Defender drop 1 quickly push out (even if at full health) just to weaken Attacker drop 2. While this happens Defender drop 2 regroups inside.
This basically looks at the match as 4 waves. There's no point in keeping your mech alive for a non-existent 5th wave. The idea is to secure the advantage for the next wave, which in theory means even bigger advantage for the next wave, which means even more mechs can push out....you get the idea
This may be basic knowledge for some of you, but it's pretty new for me. I like it, and try to enforce it as much as I can. The advantages are clear, but what are the disadvantages?
-Does not work on all maps. Sulfurous Rift and Hellebore Springs have different "lanes". If you go out a different way than the enemy is coming in, you might run the risk of the Attacker drop 2 showing up at your base, while some of your pilots are 2km out, in their first mechs.
-If we push out too late, or the enemy starts pushing right after killing the ones who went out, the defenders might not be able to regroup. before the wave hits.
-You may throw away a perfectly good Assault mech, with only smaller mechs remaining in your drop. Guess the question here is: Where is the firepower better spent? Weakening the next enemy wave with a few of your teammates, or just staying in and having the whole team with you?
What are the criteria to decide if we should push out or not? What are the dos and don'ts when playing like this? Is it even worth it?
All advice is welcome from seasoned players, and please feel free to to inject other tactics into the discussion. I just wanted to start off with this one to get the ball rolling



























