Competitive Team Secrets
#1
Posted 18 June 2017 - 03:54 AM
just played with.. and then against 3 x time 228.
Now that I am tier 2 I expect to come up against better players than me. But what i don't get is how teams like 228... MMC w/e can get in our rear like 15 seconds into the game. And its not like one mech but like 3-4 and not all lights.
Last game 4 of us did zero dmg.... seriously four of us.. because 228 was in our backside before we moved out of our spawn point.
Is there a trick to this. And is there a defense?
Again not implying cheating, just want to learn. I watch comp matches online and dont see this. .. just asking how do u defend against this?
Comp Teams must know.. any hints?
#2
Posted 18 June 2017 - 04:00 AM
#3
Posted 18 June 2017 - 04:09 AM
Kalleballe, on 18 June 2017 - 04:00 AM, said:
As I said.. 3 games... River city... Tourmine and Industrial.
Please just trying to learn...
Also I am a huge fanboy of 228. Just when on the receiving side.. its like wow I am dead before I have cleared the spawn area. Just asking for tips.
When i say spawn point mean maybe grid sqaure away.
Edited by Ten Roos, 18 June 2017 - 04:14 AM.
#4
Posted 18 June 2017 - 04:18 AM
Just had a match where the enemy was like 3 assaults and 5 JR7 IICs and they tore my team apart 4 or less minutes into the match. A good group coordinating with fast mechs can stomp most opposition.
#5
Posted 18 June 2017 - 04:19 AM
1. Tier level is pretty meaningless. As you can see, I am Tier 1. My KDR is less than 1 and I am playing against guys with KDRs that are 6-10.
2. Organized teams in group queue that are competitive are just that organized. The move together, all shoot the same target and have a high skill level.
#6
Posted 18 June 2017 - 04:23 AM
sometimes you see Mechs on the mini map when you should not see them
sometimes the other teams see you or show up like magic
just check your brain at the door and play along
#8
Posted 18 June 2017 - 04:37 AM
kapusta11, on 18 June 2017 - 04:25 AM, said:
Give me a break.
I have to guess that is a bit of an exaggeration. But, truth is competitive teams study the spawns. For example, in River City we know the assaults will spawn in that little kidney shaped cul-de-sac, A fast light/medium lance can get behind them very quickly. 2-3 Cheeta's or Locusts concentrated fire can kill them in a few seconds.
#9
Posted 18 June 2017 - 04:43 AM
... ...
...they spend an unhealthy number of hours honing their skills on a video game.
#10
Posted 18 June 2017 - 06:08 AM
Oh, and next time record such matches so we can actually analyze it and give you better advice.
Edited by El Bandito, 18 June 2017 - 06:09 AM.
#11
Posted 18 June 2017 - 06:17 AM
Don't over think it
#12
Posted 18 June 2017 - 06:23 AM
Know the maps - this is a huge, huge thing. It plays both into getting into position first and knowing what position to get into.
Mobility = control of the match. Playing faster mechs, especially in group queue, is very powerful. Especially given how many pugs (even in group queue) are toggled out and/or not paying attention at the start of a match.
If you know what you're doing and where you're going first and hustle you can out maneuver the other team most the time in group queue.
#13
Posted 18 June 2017 - 07:25 AM
Burning2nd, on 18 June 2017 - 06:17 AM, said:
Don't over think it
What, you mean like holding a job?
#14
Posted 18 June 2017 - 07:44 AM
#15
Posted 18 June 2017 - 07:51 AM
Burning2nd, on 18 June 2017 - 07:44 AM, said:
It's called a joke, son. It was a tad over your head, probably because you have it stuck in your 4th point of contact.
#16
Posted 18 June 2017 - 07:52 AM
If you guys never turn around then they can just have four guys shoot you in the back CT at once. Some people don't even turn around or move after you shoot them the first or second time, and they're super easy kills.
If you can't get mechs to escort you then you need to do your due diligence of staying aware of what's going on around you. Most people will just plod along and get murdered, or split off completely for the team when they know they don't have the skills to handle a decently played light without getting horribly crippled or killed.
Edited by Commoners, 18 June 2017 - 07:52 AM.
#17
Posted 18 June 2017 - 07:54 AM
its one of the reasons you should never take a mech that goes slower than 65kph.
fortunately PGI seems to be fixing some of the maps, like with HPG, they added a new lane.
#18
Posted 18 June 2017 - 07:56 AM
Ten Roos, on 18 June 2017 - 03:54 AM, said:
The answer is ... they can't, and they didn't. Most likely it was already at least 30-60s into the game and it was you who slept for half a minute on spawn. The smallest map in that regard is probably canyons, it takes about 20s from the nearest enemy spawn to get to you with lights or extremely fast mediums like Viper or Cicada.
Ten Roos, on 18 June 2017 - 03:54 AM, said:
If you all literally did zero damage then it is your own fault. Even if several lights came in to wreck you then you still had several mechs of your own. Next time instead of trying to outrun mechs that are faster than you turn around and shoot them.
Ten Roos, on 18 June 2017 - 03:54 AM, said:
It doesn't happen in comp matches because comp teams are ready for those kind of moves and neither surprised or intimidated by them. In fact, all that such a rush with a few fast mechs would achieve is getting said fast mechs killed since they are coming into enemy controlled territory where an entire enemy team is waiting for them.
Once again, it is only dangerous if you panic and run instead of calmly defending yourself.
#19
Posted 18 June 2017 - 08:01 AM
PhoenixFire55, on 18 June 2017 - 07:56 AM, said:
If you all literally did zero damage then it is your own fault. Even if several lights came in to wreck you then you still had several mechs of your own. Next time instead of trying to outrun mechs that are faster than you turn around and shoot them.
If it is the 228 guys I am think he is talking about we drop with and against them like 5 times. The were running 2 Victor 9s(c) and 1 Executioner all brawl. They did get to our backs pretty quick on a match we had with them in Tomourline (not with the OP) but we were able to turn on them and focus them down and win the game, they took a few of the team out but we were able to handle it.
#20
Posted 18 June 2017 - 08:25 AM
Mechs drop, people start moving to where they think they should group up, many people make different choices. Some people standing still typing or chatting that they should make a plan. Half the team doesn't listen and goes wherever.
ORGANIZED TEAM...
Drop leader knows the map and where the lances will drop, shuffles mechs and pilots around. Mechs hit the ground and immediately start executing plan. On maps where one enemy lance is isolated, fast movers are already on the way.
It's not that surprising. Practice and communication counts for a lot. No shenanigans required.
Edited by ScrapIron Prime, 18 June 2017 - 08:49 AM.
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