So, we've Apparently got a big Community Warfare event coming up, and I'm fairly certain alotta new folk'll be a bit out of sorts. I hope in this thread to explain a few things about the game mode and give new players to Faction Play a few ideas on how to increase their performance, and hopefully get more fun outta the game mode.
Whilst don't have the time or materials on hand for a full on comprehensive guide, I felt the need to get this out there in time for the upcoming event more important than figuring out how to get the clips I wanted in here and breakdown down every action.
Aggression Wins matches.
If you cede the initiative to your opponent you are allowing them to set up the engagement in their favour. I know it seems like setting up a firing line can be a good plan, and at times it can, but it can also be a trap for the defenders. Can you reposition to assist your teammates if they get flanked? Do you know where the enemy is right now? Are five mechs just jump sniping your carefully placed firing line and winning trades?
Sometimes, you just gotta move. Always be ready to reposition to bring the hurt where it needs be, and make sure you're not leaving your team out to dry. From the front a firing line is an impressive and daunting task to overcome. From the side it's a trail of cookies that eventually leads back to your dropzone.
I offer as evidence, This video showcasing a firing line too slow to get into position afore the faster clan mechs got in the gate. In response the defensive team collapsed in on the attackers, who did not group up to repress the assault, and thus were overwhelmed by 'greater numbers' in a game with even teams.
Which leads us to our second topic...
Teamwork is Overpowered, and Cannot be Nerfed.
Think back on that first video. Yeah, my aim was atrocious, but that was okay, cuz my team had my back. Look at the minimap. Those two brave friendly mechs that went up against the press of the enemy? They died holding 'em back. Those enemies lagging back that felt the full brunt or our counter push? They died. Do the math. Every time a larger group of mechs went up against a small group, the larger group won.
Sure, with a skill difference you could maybe prevail against greater numbers, but planning on someone else's incompetence is not a winning strategy. This is CW we're talking about. You should expect to drop against a group that's been playing with eachother and doesn't even bother with comms in order to work together half the time. Cuz odds are, you'll get one of those sometime, and they can be some of the best matches you'll ever face.
So don't leave your team behind to get overwhelmed. It'll happen to you as well. Get up there, share armour, and even if you end up dying with your team, at least you'll get to drop together an can regroup together. If two mechs sit back, all you're doing is making it easier for the enemy to focus fire and take your team out that much faster.
Which leads us to our next point...
Fresh mechs are better'n damaged mechs.
Seriously. You've got Four mechs, so don't be afraid to scratch some paint, or trade in for a shiner model next wave.
Okay, let's say you've done it, you've managed to win out the first wave, and you still have your first mech. Awesome. Now go charge into the enemy and wreck it so you can get a fresh mech. Think about it. Twelve fresh mechs find your team, an you're already wounded. No doubt, you'll drop fast, miss most of the fight, and by the time you get out there with your second mech, your team'll be in shambles, and you'll get focused down.
So, save yourself the trouble and go get some damage done and get a fresh mech. If you ever wonder why one team ends up in the drop zone of another, it's because they're out there trying to get the lone mechs droppin' in, making the best of thier triumphant wave cuz they know even if the dropship shoots em down, they'll have fresh mechs to go up against the battered survivors of that dropzone getting overrun.
It's a numbers game. Twelve mechs are better'n ten, and fresh mechs are better'n damaged mechs. So once you've won one wave, get out there and make sure your team's the one with twelve fresh mechs against their damaged mechs.
Now, don't get me wrong, I'm talking generalities. Some time you might be on conquest and need to go grab some caps, or maybe you've done too well and lived too long and now the next wave of mechs are getting ready to meet again an you don't have time to get a fresh mech out there soon enough. You don't hafta slavishly stick to these tactics, just know they're winning ones.
I offer, as an example of everything we've talked about, Two pug teams, one using the tactics and strategies described, and the other... not.
Which of course, leads us back around full circle.
Seriously, Aggression wins matches.
Or at least makes the other team earn their victory. Think about it. Your drop zone is a resource you need to protect. So don't give the enemy easy access to 'em. Move forward, and meet thy foe near the middle of the map. Then, even if you are wiped out, you'll have time for your second wave to drop and get together. Hopefully you'll repulse the remainder of the first wave, and hey, you could even make a comeback.
But pull back near your drop zones on the first wave and you are inviting those very zones to be overrun by enemy forces. Then your second wave'll end up trickling into the fray and you are yourself engineering the very numbers disparity we spoke of early, and will have been complicit in your own defeat.
So, be willing to work together, and if you can, wait to send your second mech into the fray until you've your team with you. If you win a wave and can do so, send your surviving mechs out to get some damage and swing the next wave in your favour. Be always willing to move out and find a better firing solution. And always defend thy dropzones.
Good luck out there mechwarriors.
<o.
~Leone.
Edited by Leone, 06 May 2017 - 01:00 PM.