Phoolan Devi, on 18 February 2017 - 10:08 AM, said:
This "strategy" tends to loose conquest, rather than wins it. Lights and fast mediums should generally never get into combat at conquest!
This strategy works nearly every time and here is why.
ALL the maps have a conquest point that is a contested point by both teams (Theta on River City and Tourmilane for example). If each side caps the closest two points to their deployment as is normal they will then move towards the contested point and that is where the main fight happens EVERY SINGLE TIME. It's predictable and easy to follow.
So if all the fast light and mediums are not fighting what are they doing? Running around capping points and fighting eachother right?
Here is the problem with this plan.
one: Light mech vs light mech fights are time consuming and rarely decisive. Frequently the winner is in tough shape after spending a good long time locked in combat. Sure the enemy is down a light but a stiff breeze will KO your mech.
Two: Capping isn't as important as dispatching the enemy IF you both hold two caps. Now I said that on larger maps you should use your fastest mech to attempt to grab the enemy's starting cap (the one furthest from your deployment) If this succeeds you will hold three caps the enemy will have two if they didn't also fly off like a bat outa hell and efficently cap points.
It is more likely that your opponents will do the typical thing. Everyone bumbles over to the closest cap point at best speed and wastes time standing around when a fast light could grab it and be gone (back with the rest of the team). Frequently the bumbling around lasts over a minute as players decide what to do next. Maybe a few bumble over to next closest cap. Maybe they ignore it completely but what ever they do it's not on plan and not organized.
So if your team moves directly to the likely point of contact TOGETHER they will likely face the enemy team as they trickle over after bumbling about. This gets you a numbers advantage.
The real purpose of taking the third point on large maps is BAIT. The lead your team gains early on will motivate the enemy light mechs to cap. Since they are running around capping they are not in the fight. This is yet another means of gaining the numbers advantage.
If they ignore the caps they lose on points if they do cap they engage your forces under strength.
Now with your plan you have fast mechs running around grabbing caps and encountering either no resistance (meaning your team mates are fighting under strength because the enemy fast mechs are in the main fight or you are only trading caps with no clear advantages) If you are engaged by the enemy light mechs you get stuck in a drawn out furball since fast light mechs rarely kill each other efficently and ...no one is capping because...fighting.
There isn't a diffinative advantage to your plan.
My strategy does by manipulating the situation to increase the odds of fighting against the enemy with a numbers advatage.