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Any Good Map Guides?


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#1 Starbomber109

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Posted 10 January 2017 - 07:14 PM

Not just for the original invasion maps, I know those exist, I'm talking about tactics for the QP maps that just got added during 4.1 A few of them I know real well, a few others I barely see in QP (TERRA THERMA) and I don't really know how best to play them in FW modes.

#2 justcallme A S H

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Posted 10 January 2017 - 10:14 PM

Same a QP really.

That said - It's FP... Usually more organised.

Some teams run specific plays on certain maps, so it's a bit hard to make a "hard and fast" rule.
If it's just a PUG v PUG match, then everyone essentially just runs around like a normal QP - Not sticking together, the usual.

#3 naterist

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Posted 11 January 2017 - 01:16 AM

Group up before each push. People forget to do that on the qp maps for some reason.

#4 Marius Evander

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Posted 11 January 2017 - 04:55 AM

Good units dont tend to share their map tactics, its also a lot of work, I made 1 for vitric forge and realised it would be a lot of work to implement it / get everyone following it, and then multiply that by all the maps, no thanks, unless someone paid me.

#5 justcallme A S H

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Posted 11 January 2017 - 04:58 AM

I can't say I have any real tactic for any map lol... Just go in and find the enemy, kill them.

#6 Marius Evander

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Posted 11 January 2017 - 05:00 AM

Screw it, heres the Vitric forge one enjoy.

http://imgur.com/a/Pz26V

^this was done October 2016.

It would require practicing each map in private lobbies it get all that information across to all team members, and then you have the randomness of groups

And I know its not fantastic, it was just a starter to get feedback from people in my old unit, and i know others have tried it before

#7 Stormie

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Posted 11 January 2017 - 07:05 AM

View Postnaterist, on 11 January 2017 - 01:16 AM, said:

Group up before each push. People forget to do that on the qp maps for some reason.

Not really.
Skirmish and assault especially don't really have defined waves. People tend to reinforce as they die. This is mainly because the quick play maps don't have the chokepoints that give the defending side an advantage that the attackers need to negate.
Because of the lack of waves and the always reinforcing nature you want to make sure that the fight on these modes (the ones where you can control location of fight as opposed to conquest and domination) occurs much closer to your spawn than the enemy's the fresh mechs reinforcing will help you take down enemy mechs faster and keep your mechs alive longer.
You only want to be pushing if you know you have a significant advantage in either skill or mechs remaining, otherwise its best to force the enemy to come to you.

#8 Marius Evander

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Posted 19 January 2017 - 12:47 AM

I was hoping to get some comments on my vitric forge link =(

#9 naterist

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Posted 19 January 2017 - 12:59 AM

View PostStormie, on 11 January 2017 - 07:05 AM, said:

Not really.
Skirmish and assault especially don't really have defined waves. People tend to reinforce as they die. This is mainly because the quick play maps don't have the chokepoints that give the defending side an advantage that the attackers need to negate.
Because of the lack of waves and the always reinforcing nature you want to make sure that the fight on these modes (the ones where you can control location of fight as opposed to conquest and domination) occurs much closer to your spawn than the enemy's the fresh mechs reinforcing will help you take down enemy mechs faster and keep your mechs alive longer.
You only want to be pushing if you know you have a significant advantage in either skill or mechs remaining, otherwise its best to force the enemy to come to you.


the way i do it is ball up, break for their spawn and try and get super close using as much cover on my aproach as possible through a preplanned route that i go over once i can see the map and as were balling up, then fight as close to them as possible. we then ball up again and get them either A) as they are streaming one by one towards us while were heading towards their spawn, or B) if its a team, partway through the map. we normally wreck them because its 12 healthy v some healthy, some injured. then we proceed to theyre spawn if its a unit, or we kick it outside their spawn if theyre not.

this strategy works in the rando 12 mans that pop up in the frr hub longship, not with a coordinated unit that practices together and whatnot. we win most of them. my w/l is almost 2.0, i think its about 1.8 now, not sure. it went WAY up once i figured that strategy out, with dane getting me about 80% of the way there from a single night dropping with him.

#10 Carl Vickers

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Posted 19 January 2017 - 05:48 PM

View PostCadoazreal, on 11 January 2017 - 05:00 AM, said:

Screw it, heres the Vitric forge one enjoy.

http://imgur.com/a/Pz26V

^this was done October 2016.

It would require practicing each map in private lobbies it get all that information across to all team members, and then you have the randomness of groups

And I know its not fantastic, it was just a starter to get feedback from people in my old unit, and i know others have tried it before


Too complicated for its own good. Especially the defense.

Attackers = murder balls into other team or mid range poking till they have a mech advantage and push, finish wave wait for next wave, rinse repeat.

Defenders = firing line to blunt murder ball, when kill advantage is acquired push and smash the rest, run surviving mechs out side to damage the next wave before they get in the gate, even 1 alpha helps, reset up firing line depending on which gate they are coming through.

#11 Marius Evander

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Posted 20 January 2017 - 12:50 AM

Thankyou





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