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Did The Tournament Prove Assaults Should Not Charge In First


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#1 XxXAbsolutZeroXxX

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Posted 05 December 2016 - 12:21 AM

A question to those who preach "ASSAULTS SHOULD ALWAYS GO IN FIRST," as if it were written on stone tablets by God then carried down from a holy mountain by Moses.

In many games EmP used its lights, mediums and heavies to screen and protect their assaults.

Rather than have their assaults in front screening and protecting the other mech classes.

Does this mean you guys have been doing it backwards all this time?

How do you rationalize this.

#2 Yellonet

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Posted 05 December 2016 - 12:24 AM

I don't believe assaults should go in first (at least not all the time) but they need to stay close to the front so they can get their slow asses in the fight quickly when needed. Not hang back 500-800 m sniping and hiding like you see far too often...

#3 Remains Intact

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Posted 05 December 2016 - 12:37 AM

There are plenty of instances where Assaults can out trade the enemy from a distance or superior position and their team can chill out and sit back with them. Not every situation requires getting dug in 300m from the enemy or "set course for NASCAR".

#4 El Bandito

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Posted 05 December 2016 - 12:37 AM

I do remember telling in another thread that Lights should go in first (preferably from the flanks), and distract the enemy so that fewer guns would be trained on the Assaults when those charge afterwards.

#5 xe N on

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Posted 05 December 2016 - 01:22 AM

You clearly need to differ between groups and PUG. In group it is the logical conclusion to protect assaults with lighter mechs. You can be sure that the assault pilot can and will turn the battle. No group put a rookie into an assault mech that potentially can carry the game. It will be always the best pilots that will drive assault mechs.

However, in PUGs even in Tier 1 matches you can have freshly Tier 3 assault pilot that will score lower than anyone else. So, in PUG it is the best to be dynamic and switch your protection priorities as needed.

#6 Blue Boutique

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Posted 05 December 2016 - 01:55 AM

Everyone or at least half should charge in first, no matter what class they are. If the assaults are far behind then the forwards team screwed up and need to fall back under the fire protection of the assaults.

#7 Lily from animove

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Posted 05 December 2016 - 02:21 AM

what we saw were not typical deathballs, and pushes as they happen in skirmish matches. They played a different mode. But when you amke a proper push in a stick together deathball thsi differs, and even more does ot differ between a well skilled team all in oip compared to random bunch of guys. For the pug Life or CW a deathball roll is mostlikely always more successfull tactics you can realistically set up.

the worst things is when mediums and heavies with lower speeds go in firts as they ca be destroyed quickly compared to the lights who survive by speed and the assaults that do have armor.

#8 -Vompo-

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Posted 05 December 2016 - 02:27 AM

First distract. Then hit. So lights first and then the "real" mechs.

It's always good for an assault pilot to see enemy firing before you go around the corner. Warm enemy is always easier to kill.

Edited by -Vompo-, 05 December 2016 - 03:04 AM.


#9 kesmai

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Posted 05 December 2016 - 02:39 AM

It proves that constantly training up to 30 hours a week over more than a year and the ability who to choose for your team (which includes getting rid of drama queens) is the way to win.
Empyreal did work hard for this, despite being made of a group of highly skilled individualists, they are also the best team.
For many of us being around for years in this game it was clear from the announcement of the WC who will win.
On the not leading with assaults part: EMP and others have proven the opposite more than once. So the op's statement is not true.

#10 FallingAce

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Posted 05 December 2016 - 04:09 AM

Too many variables to make absolute statements.
Pug play or organized teams
12v12 or 8v8
2x2x2x2 weight class restrictions or open drop decks.
Faction warfare, Team death match, or conquest.

What EMP did better than the other teams was map control. Even when Eon was able to out trade Emp, they ended up losing because EMP had better map control. Being behind on tickets forced EMP's opponents into bad tactical situations.

I think it would have made things alot more interesting if the could only play each map once per round.




#11 XxXAbsolutZeroXxX

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Posted 05 December 2016 - 04:12 AM

View PostFallingAce, on 05 December 2016 - 04:09 AM, said:

I think it would have made things alot more interesting if the could only play each map once per round.


Mos def.

Flipping the field so that spawn points would be reversed if the same map was used would be another plus.





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