Tarogato, on 29 April 2017 - 05:59 PM, said:
Ah, there's the crux of the matter. I couldn't disagree more.
In my opinion, brawl is rather weak for public queue. It's somewhat workable when you have four brawlers working together on comms, and somewhere around seven or more organised players it certainly approaches being overpowered. But if you have fewer than four coordinated players, I feel it is very weak. And certainly very weak (frustratingly so) in solo queue.
Brawling absolutely requires coordination. You need to get in close range to brawl. Solo queue and the vast majority of group queue is dominated by mid-long ranged trading. Rushing by yourself is suicide. Even if you take a mech down in the process, it's still suicide. You absolutely depend on your team to create a target-rich environment for your enemy so that you can get in range to leverage your DPS. Sometimes in solo queue this literally never happens for the entire match. We've all been through solo queue matches that are 100% trade from beginning to end - absolutely no opportunities to brawl, you just die trying. And if nobody follows you in? Then the effort (and your mech) is wasted. So I gave up on playing brawl loadouts in solo queue. Only my lights can pull it off, because they actually have the speed to get into and out of close range without dying in the process.
Brawl can be weak. You get caught mid to long range, it's got issues. Especially since PUGs usually won't man up and push.
Conversely in maps that favor short range, the PPFLD guys are not as strong.
I think where I disagree with you both to some extent is I am pretty content to say where the coordination and tactics of Group?Comp Play provide absolutes, there are NO absolutes in Public Play. No one "perfect answer", but all have weaknesses than can be exploited (which I like, being an agent of Chaos).
That said PPFLD is pretty overall strong... but fast brawl builds can usually exploit it, if run smart. I actually did this with a relatively big name big unit guy I won't name and shame (also because I do feel he is a better pilot than I am, but the situation allowed me to exploit his build), on Grim Potluck. He was in the infamous Dual Gauss/Peep KDK.
Me? My Lowly ASN-23 SRM bomber.
My team was doing the usual cower and peek garbage, and I got bored, so went off hunting... figuring even if I zigged when I should have zagged...it would just mean I could drop in a fresh match with hopefully a less useless team. (we've all been there)
Anyhow, thanks to terrain, and being a sneaky *******, I got in where I could get the drop on the guy. Being your usual Competitive Type he had Charmin TP for back armor, and I but some serious fear into him first volley. He tried to track me, but between speed agility and JJs never was able to do much (did blow both my arms off, but well, that's what they are there for) and had a second of hesitation when he realized that I had drawn him into a position where his tuning to deal with me left his now open back exposed to my team... which while too gutless to advance weren't so dumb as to say no to a naked bummed KDK in their sights.....
That hesitation allowed me to blow out his GR, and from there, he was toast.
Dunno if he ever called for help from his teammates, but he go none... which is the biggest difference between Comp Group Play and PUGLyf..... you can't rely on anyone to have your back.
So am I saying Fast Brawl beats PPFLD in Pug play?
NO.
I'm saying the difference is there is no single ONE PURE TRUTH in PUG play, because of all the differences, from tactics to ability to rely on teammates. (It's also why my Solo Play mechs also have more rear armor than my CGBI team play mechs. Because no one is watching my back but me, and I can't see everything)
Alex Morgaine, on 29 April 2017 - 06:11 PM, said:
tHAT IS ON THE AGENDA AS WELL AS Double Snub Nose.