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Is Powering Stuff In Incursion Pointless?


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#1 Chryckan

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Posted 13 April 2018 - 11:58 PM

When ever I play a light in an incursion I run back and forth making sure radar and stuff are up.
But in the end it doesn't seem to have any impact on who wins.

When I don't play a light and are fighting I've never notice getting any advantage from having any of the towers up.

In fact, the only effect I've seen besides turning of timers is that when the radar goes up you for a fraction of a second see from which direction the other team comes from.

So what's the point. Sure, I can see that air strike is usefull to prevent teams from just turteling up inside their own bases but since I've yet to seen that happen, I've yet to see that tower work.

As for the other towers they just seem like a giant waste of effort.

I mean my win/loss ratio with or without the towers is about the same. I've lost when my team had every tower up but the enemy didn't and I've won without having a single tower up.

So what's the point?

#2 Champion of Khorne Lord of Blood

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Posted 14 April 2018 - 12:17 AM

In general there's no point to the objectives in MWO at all aside from just killing your enemy before they can complete them themselves. The best option is always to just kill all the enemy players quickly then do any required objectives without anyone standing in the way, otherwise you are splitting your forces and defeat in detail ensues.

basically think of it as a strategy game. Your enemy has a base and an army, the base has practically no defenses but is a big damage sponge. There are also side objectives that give you extremely small bonuses. If you run out and try to do all the objectives at once you have some units away from the fight doing objectives, some units shooting the base, and some units shooting enemies. Meanwhile if your enemy is looking to just kill all your units quickly they shoot your mechs that are attacking their mechs in something like a 4v12 situation, move back to their base, kill the 4 people who were putting damage into the base that can be considered waste damage since it didn't result in the base being fully destroyed in time, then they hunt down the last 4 mechs that were getting batteries. Now with no mechs left your enemy, who could have potentially lost no units at all due to the focused fire of 12 mechs being able to practically instantly destroy 4 mechs, can walk into your base and destroy it.

This is how 0-12 matches happen.

#3 Robaxacet

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Posted 14 April 2018 - 12:29 AM

I generally find the Radar the most useful since you never can go wrong with info. The other two are situational. If your team is base defending then use Jammer to make it harder for the enemy and to counter missile locks etc. If the OTHER team is base defending use Air Tower for some extra help in damaging them.

#4 B0oN

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Posted 14 April 2018 - 12:38 AM

These things CAN have an impact on incursion, but against better teams it´d be a smarter investment of your "cockpit" time to actually be fighting/helping out the rest of the team .

But parking a friendly dropship over the enemy LZ was always good for the one or the other laugh though, keep that in the back of your head ^^

#5 Dragonporn

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Posted 14 April 2018 - 01:31 AM

You need only Radar, Jammer not so much, but still good to have, and Radar is useful to see enemy positions before fighting starts. But rule of thumb is that you, or anyone else must go for power cells:
1. ASAP when the match starts.
2. Pilot must be in really fast mech.
3. Once towers are up for the first time, there's no need to get more cells. Maybe only pick one up to deny it to enemy, but you don't need bringing it to base.

Best way is to focus on two cells only, and move 2 by 2, like fast mover Light with another Light or Medium as backup. This way you have an opportunity to snare and kill enemy Light without backup, or to protect your own Light from the same fate. Generally, at the start of the round, -1/2 mechs for the enemy team is very good advantage.

#6 Brizna

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Posted 14 April 2018 - 05:58 AM

On the other hand the base is not that strong and two or even just one mech can finish it quickly if unopposed if the mechs are built properly. This gets you wins sure, but it is unfun and unrewarding.

#7 Koniving

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Posted 14 April 2018 - 06:05 AM

View PostChryckan, on 13 April 2018 - 11:58 PM, said:

When ever I play a light in an incursion I run back and forth making sure radar and stuff are up.
But in the end it doesn't seem to have any impact on who wins.

When I don't play a light and are fighting I've never notice getting any advantage from having any of the towers up.

In fact, the only effect I've seen besides turning of timers is that when the radar goes up you for a fraction of a second see from which direction the other team comes from.

So what's the point. Sure, I can see that air strike is usefull to prevent teams from just turteling up inside their own bases but since I've yet to seen that happen, I've yet to see that tower work.

As for the other towers they just seem like a giant waste of effort.

I mean my win/loss ratio with or without the towers is about the same. I've lost when my team had every tower up but the enemy didn't and I've won without having a single tower up.

So what's the point?


It depends on "WHEN" you do it.

The Air Control Tower when powered will send a dropship above THEIR base...
But that's pretty useless if nobody is in their base, it won't do anything. It doesn't attack turrets, doesn't attack the base. Just their mechs. So this is only useful if your team is invading their base.

The Jamming tower only works around YOUR base... It goes out to 150 meters beyond your base...so uh... Yeah.. Only useful if they are invading YOUR base.

This leaves the radar... which is the only thing worth something.
But its advantage is short lived.

#8 Jonathan8883

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Posted 14 April 2018 - 07:07 AM

I think the jammer covers more than 150m, but I've never seen a defined range.
It's definitely situational.

Air Control is a waste of space.

#9 Roughneck45

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Posted 14 April 2018 - 02:11 PM

The first two batteries are the ones that count. Radar always, jammer if your team gets two. Then get to the fight.

View PostJonathan8883, on 14 April 2018 - 07:07 AM, said:

Air Control is a waste of space.

Almost. I've seen its true purpose once. 2v1, everyone is one shot. Last man standing is hiding in the base with his turrets. Took them a bit, but the two got a battery for air control and the ship got the last kill.

Edited by Roughneck45, 14 April 2018 - 02:12 PM.


#10 Judah Malganis

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Posted 14 April 2018 - 02:11 PM

Radar might be useful to get if you're in a 130+ kph mech that a take the chance, but it's better to dump it if there's an enemy capping it already. The modes in this game usually have 'whole enemy team killed as a win' condition, so might as well focus on that, even if some of us don't necessarily agree with it.

#11 Xaat Xuun

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Posted 17 April 2018 - 11:56 AM

lot's of variables, but basically I see no use for batteries after first collection . . Radar is good to see how their formation is at the start, if they have a lance going for base rush, and the rest are just distraction. or just every one lining up for skirmish

once the fight has started, you should know where the enemy is at, radar is very little help after the fight has begun. ( not useless, just little useful), would rather have that light (fast mech) Tagging, Spotting, Harassing

-=-=-=-=-

bit off OP question, some things to think about the Incursion match

no matter what the kill score is, once the timer is out, it's who has done most damage to base the enemy wins.
only see air control of use towards the end of the fight

going after the winning objective any time before eliminating the enemy, is just a distraction tactic or a early win

#12 Prototelis

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Posted 17 April 2018 - 12:07 PM

Radar is hella useful at the start of a match before the first engagement.

Jamming is pretty legit if you notice a lot of potato cannon.

The dropship thing never gets used, they should change it to something else.. like maybe some mines that only splode for reds.

#13 MechaBattler

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Posted 17 April 2018 - 12:10 PM

I think they should go full on moba. Have tanks spawn and move across set paths to attack enemies until they reach enemy base to destroy it. ;3

#14 Tier5 Kerensky

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Posted 18 April 2018 - 01:37 AM

If you are really fast and dont' immediately want to charge enemy alone, you can grab radar. They are not highly valuable things though.





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