

Frozen City Map Crossing Tactic
#1
Posted 08 September 2016 - 05:02 PM
#2
Posted 08 September 2016 - 05:30 PM
The middle of the map and any fighting around the hill itself is usually akin to suicide.
#3
Posted 08 September 2016 - 06:01 PM
So, it's just stupid and should not be done or is it about this quest for small skirmishes that makes T4 and T3s make a mess of things?
Edited by Vasili Kerensky, 08 September 2016 - 06:07 PM.
#4
Posted 08 September 2016 - 06:25 PM
Gone down the slope.
Circling behind the enemy...
Banshee goes down the slope and back up TWICE to pwn an assault, heavy and light.
LRM squadron...
Going down the slope and coming back up to pwn a bunch of people... with machine guns.
What it is really about is perfect positioning. Getting around the front line to actually be effective. And since by Frozen City's very nature there is no safe place to have a front line, this means there needs to be a minimum of 3 front lines from the very outset.
But once you slip behind someone....
Edited by Koniving, 08 September 2016 - 06:32 PM.
#5
Posted 08 September 2016 - 06:33 PM
#6
Posted 08 September 2016 - 06:35 PM
Now in Domination... there's a serious issue if there isn't at least some people trying to hold the middle but even then you need a couple of mechs to watch the tunnel and the slope.
Any other mode, yeah there's no helping it when players spread out.
#7
Posted 08 September 2016 - 08:14 PM
Snipers/long range shooters will be needed at the base. Going left through D5 is a death trap unless it is done very quickly and with covering fire from the snipers at the base. But even then it is not the best idea, There is a choke point there and they can fire down open you.
On the other side, the right side, the one with the drop ship is the side to cross and also the side you must defend from a crossing on the other team IMO.
A lot of players do not play as a team, of course. We all know that. Or even as a Lance. I often try to simply get people to buddy up and it does not work that often.
And over the years we humans have lost any patience we once had. Kids do not read the instructions for their games, they just start them. A lot of hunters do not "hunt" anymore, it takes patience and hard work. Instead, they set up a tree stand, set out bait and a trail cam and they call that "hunting".
I tell teammates that I'd rather play defense and allow the other team to cross. But if they have to, to do it together and do it fast while the rest of our team lays down covering fire so they can cross. This works about 37% of the time.....
Edited by LikeUntoGod, 08 September 2016 - 08:17 PM.
#8
Posted 08 September 2016 - 08:28 PM
Attempt D5 crossing if you have long range mech providing cover/distraction at E6, alternatively a lance of fast mech can flanking from G6 and cause havoc while the rest push in center.
#9
Posted 08 September 2016 - 09:10 PM
#10
Posted 09 September 2016 - 12:55 AM
#11
Posted 09 September 2016 - 04:24 AM
http://mwo.smurfy-ne...ncity&m=assault
The map was redone and size increased but eastern and southern sectors are rarely traversed. On Assault the bases are close enough and in view of the other ridge that they can be shot at.
#12
Posted 09 September 2016 - 06:23 AM
When most teams cross the usual D5/D4 area, pick them off one by one. Or they come the other way around the dropship choke etc.
It's a crap map at the end of the day compared to the old version. It's just a long range snipe fest and if you're a good shot and have range, you can put plenty of damage into mechs before the majority get close.
#13
Posted 09 September 2016 - 06:34 AM
I've done a bit of solo & group dropping on the map and recently, the three most common tactics I've experienced are as follows:
- Teams group up and circumnavigate the death bowl 'nascar' style, trading shots from range until either one group outflanks the other, or one group decides to flip movement and meet the other head on. A brute force tactic that basically results in a coinflip outcome.
- A more tactical approach, the team splits their forces between a small task force of fast mechs and a larger main force of heavy brawlers & fire support. The task force moves in opposite direction from main force around death bowl. If the task force meets enemy main force first, it draws enemy attention with quick guerrilla strikes while using buildings as cover, and the main force moves in to flank from the rear. If the main force meets enemy main force first, the task force dives straight into enemy main force to disrupt their formation, allowing main force to acquire & focus targets with less resistance. The mission is successful if the task force can divert the attention of roughly half of enemy forces and survive long enough to allow main force to gain upper hand in kills, then the task force can regroup with main company and steamroll. It's risky - your fast mech pilots need to know priorities of engagement are to disrupt and not to score kills, and if the enemy has a good eye on their side the task force can fail dramatically.
- If the enemy is hesitant or sluggish in initial movement and spawns on East side, the West side commander can take advantage by moving forces quickly through the death bowl (Echo 5 or Foxtrot 6) before the enemy is able to set up defense, and essentially force enemy into a close-quarters brawl in Echo 7.
Anybody else experience this? Other common scenarios?
Edited by Repasy Cooper, 09 September 2016 - 06:34 AM.
#14
Posted 09 September 2016 - 07:14 AM
- Fall out of dropship
- turn right
- Nascar away
gl&hf
#15
Posted 09 September 2016 - 07:27 AM
People goto theta on mining colony and stand on the ramp
Or people play peak a boo, on terra and not push the center... Or if they do push the center, they crowd the door, which completely defeats the purpose
Or canyon why people stand on the ramps
Or Alpine, that people stand at the bottom of the hill at H7
Or polar, and dom, and not push the radar dish..
Or Grim, where and dom, and people wont even enter the circle.. (though this could be any dom map, PUSH THROUGH and push the other team out..
Or HPG and people play peak on the tower.. (this map has tons of ways to play, and they all involve moving!)
I dunno why man... but the reason is.... PUGLIFE!!!!
#16
Posted 09 September 2016 - 12:35 PM
Vasili Kerensky, on 09 September 2016 - 12:55 AM, said:
Yes, I'm sorry I went off in another direction. I did mention "Assault" and I guess the reason I brought it up is that it is almost the same thing in some ways. My bad.
I semi-guess my point was about the lack of patience that players seem to have. PUG or not.
#17
Posted 09 September 2016 - 05:45 PM
JC Daxion, on 09 September 2016 - 07:27 AM, said:
People goto theta on mining colony and stand on the ramp
Or people play peak a boo, on terra and not push the center... Or if they do push the center, they crowd the door, which completely defeats the purpose
Or canyon why people stand on the ramps
Or Alpine, that people stand at the bottom of the hill at H7
Or polar, and dom, and not push the radar dish..
Or Grim, where and dom, and people wont even enter the circle.. (though this could be any dom map, PUSH THROUGH and push the other team out..
Or HPG and people play peak on the tower.. (this map has tons of ways to play, and they all involve moving!)
I dunno why man... but the reason is.... PUGLIFE!!!!
no push when push is called.
many times I felt like some Buster Keaton scene.
Push is called, so in I go, basically I'm the arrow head, somehow always end up being the point in a push, like Buster, I'm there waving my finger in the boss face, ignoring he has a big brute standing next to him because I have a mob at my back, and I point out the mob to the boss and Brute . . and . . where's the mob???
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