MischiefSC, on 26 April 2017 - 09:46 PM, said:
Dude, at the time the push started the enemy wasn't at D5. By the time the team got there 3 of us were almost to then end of the channel and got almost all the way back. It's a good thing however that the team pushed out the other side to flank; fortunately the other team stuck around D5.
D5 is ideal because when you get to the end the enemy has no cover and you do. Because deflecting down blocks your arms and low torso mounts but deflecting up lets you use both arm and torso weapons it's better to be in the low position than the high in narrow confines. A great example in FW is the 'pocket' on the channel on Boreal; you get into it and you can shoot people trying to poke over the hill at you before they can effectively shoot at you. Same concept in D5.
If you take the 'left' exit, yes it's shorter but you have no cover at the end and the enemy has cover on both sides.
The argument was about which channel was best to go out of. Yes, the best exit is always the one with nobody waiting. However D5 is the best exit if you're under and trying to get out. That or a split exit, which is essentially what we did. An enfilade isn't the same advantage in MWO that it is in real life because mechs are not infantry.
You didn't keep the team together; they pushed out the path with no resistance. Not a bad choice. If we'd all gone out D5 we'd have been fine if you stick to the wall and hustle to the exit; then you're coming up the ramp with cover (on both sides actually) while the guys up top can only make a run for it.
I didn't call the D5 push, someone else did and at the time the enemy was not at D5. The team was slow to get out and so adapted. That's pug queue. The 'short' exit though? Worst exit unless there's nobody up top waiting. You exit into open space to cross while the enemy has several points of cover.
Negative! In PUG, the "best" exit is ALWAYS E4 because it is the shortest pathway AND it has overhead cover from the walkway... it works for either spawn side since all that determines is which way you Flank once you leave, towards D5 or F5. Talking about "top" being covered as if it is relevant is sad, as an old school BT player the Level Change cones are baked into my mind but even playing this should have taught you what you are saying is irrelevant. As I said during the match... your plan works in a Group because of High Trust relationships & Good Discipline, in PUG you are dealing with Low Trust relationships & sketchy Discipline. That totally changes the dynamics of Game Theory, in practical application what it means is that your momentum will get stalled then the team will fragment when they get shot in the back with some finishing the maneuver & some will retreat back under to the supposed safety they started at. I am not saying that is even advantageous behavior but it is what will happen almost every time... it is a natural consequence of Low Trust relationships, so the best moves in PUG are ones that do not require High Trust actions (even though those are the best ones in a vacuum, like pushing across the water on the 4 line on Crimson Strait for Conquest/Domination advancing under suppression fire) because you will cause way more failures overall. Much like your misunderstanding about LRMs is that you are refusing to grasp the concept of "The best result possible not the best possible result" because those two things are rarely if ever the same.
Edited by I_AM_ZUUL, 26 April 2017 - 10:47 PM.