

Is Powering Stuff In Incursion Pointless?
#1
Posted 13 April 2018 - 11:58 PM
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
Posted 14 April 2018 - 12:17 AM
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
Posted 14 April 2018 - 12:29 AM
#4
Posted 14 April 2018 - 12:38 AM
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
Posted 14 April 2018 - 01:31 AM
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
Posted 14 April 2018 - 05:58 AM
#7
Posted 14 April 2018 - 06:05 AM
Chryckan, on 13 April 2018 - 11:58 PM, said:
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
Posted 14 April 2018 - 07:07 AM
It's definitely situational.
Air Control is a waste of space.
#9
Posted 14 April 2018 - 02:11 PM
Jonathan8883, on 14 April 2018 - 07:07 AM, said:
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
Posted 14 April 2018 - 02:11 PM
#11
Posted 17 April 2018 - 11:56 AM
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
Posted 17 April 2018 - 12:07 PM
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
Posted 17 April 2018 - 12:10 PM
#14
Posted 18 April 2018 - 01:37 AM
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