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Calling In Qp


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#21 SmokeGuar

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Posted 26 August 2017 - 04:05 PM

Yup, use your own brain and don't follow others blindly. Makes games much better.
Sadly lot of times voip users don't actually so much call games, but targets. Issue that many don't seem to understand. Chasing singular mechs can take you to bad spot. When voip "caller" does it, it can take entire team to bad spot.

#22 Lykaon

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Posted 26 August 2017 - 04:50 PM

View PostMischiefSC, on 26 August 2017 - 11:08 AM, said:

Nope, airfield.or high town. Limited avenues of fire, proved enough cover and corners to let your whole team form a firing line from cover. If someone pushes you've got covered avenues to flank them. Primarily though it's got aveues to push the other location - whether possible you want to be the one pushing.



I agree the Airfield side is "pushable" but only if you opt to cross a bridge in column formation (limited firing lanes for mechs that go that way) cross the river in the open and fight up hill to push (easily defended against with ample cover and fire lanes from above) or flank wide through the city ( granting high ground and cover advatage to defenders)

The tunnel forces a column formation by it's nature as well as creates an easily defended choke.

Both of these choices are not easy to push from,and grant conciderable advantage to a patient defender.

From the opposite side of the map. You have either the docks and tanks or the upper city as strong defensive points since those also force the enemy into a poor position to attack from.

Citadel is poke and circle and is open to dumb luck. Does your team have the better alpha strike builds? are your mechs more or less agile than the enemy?

Over all on River City the most popular tactic in QP is probably the worst option.

#23 SteelMantis

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Posted 26 August 2017 - 06:13 PM

Too many chiefs and not enough Indians in that drop.

I'm a firm believer that the most important thing to do in almost all QP matches is deathball up and push aggressively. Is airfield better than citadel? I think so. Is a strong push through citadel better than spreading out between the two places? Not too many people have a good argument for spreading out all over the map in QP.

If somebody else is trying to drop call I'll go with a bad plan instead of derailing the drop trying to fight for a good one.

#24 James Argent

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Posted 26 August 2017 - 06:31 PM

If you think you have the best ideas, speak up first. If you wait and someone else begins to call the drop, don't contradict them...you had your chance.

#25 Prototelis

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Posted 26 August 2017 - 08:20 PM

View PostMischiefSC, on 26 August 2017 - 11:58 AM, said:

Which works if the other team is potatoes.

Always go high town/airfield because if the other team good you want to be in a good position. Both locations enable you to push on the other team. So you go to good location, identify enemy position and either receive a push in progress, or push directly on an out of position enemy or move to another good location from which to then push. For example go high town, other team stupidly goes citadel. Poke a bit, then push airport. If they move up great - cover left and right edge approach, mow them as they push. If they don't, poke from the airfield. 2hen they get brushed back then move down in buildings on left and push them into the water and slaughter them.


Both of those positions also create a situation where you can be enveloped with no means of escape





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