Lately, I've been stuck on QP teams that want to split up and cap in conquest mode when the enemy has wadded up and is stompin' around the map, melting everything in their path.
It seems like the murderherd always trumps cap strategy. There's just no way enough of the team can stay away from the enemy long enough to keep ahead for the point win, and with half your team running around from base to base, there is never enough focused resistance to stall the stampede, let alone break it up. What's worse, plenty of their fast-movers are still viable in the end game, so they can fan out and undo any cap progress you've made, as well as corral and put down any light leftovers on your team.
I'm of a mind that the only effective counter is to group up and engage, murderherd y murderherd. But then the mode becomes skirmish with some running around at the end. Any thoughts on this? How do you play conquest?


Murderherds In Conquest
Started by Mister Glitchdragon, Apr 23 2018 09:43 AM
3 replies to this topic
#1
Posted 23 April 2018 - 09:43 AM
#2
Posted 23 April 2018 - 09:44 AM
Try conquest in Faction Play. Respawns change this mode completely.
#3
Posted 23 April 2018 - 09:47 AM
QP conquest is a strange beast. You're essentially correct though - the best strategy is to group up and be aggressive.
#4
Posted 23 April 2018 - 09:48 AM
Mister Glitchdragon, on 23 April 2018 - 09:43 AM, said:
Lately, I've been stuck on QP teams that want to split up and cap in conquest mode when the enemy has wadded up and is stompin' around the map, melting everything in their path.
It seems like the murderherd always trumps cap strategy. There's just no way enough of the team can stay away from the enemy long enough to keep ahead for the point win, and with half your team running around from base to base, there is never enough focused resistance to stall the stampede, let alone break it up. What's worse, plenty of their fast-movers are still viable in the end game, so they can fan out and undo any cap progress you've made, as well as corral and put down any light leftovers on your team.
I'm of a mind that the only effective counter is to group up and engage, murderherd y murderherd. But then the mode becomes skirmish with some running around at the end. Any thoughts on this? How do you play conquest?
It seems like the murderherd always trumps cap strategy. There's just no way enough of the team can stay away from the enemy long enough to keep ahead for the point win, and with half your team running around from base to base, there is never enough focused resistance to stall the stampede, let alone break it up. What's worse, plenty of their fast-movers are still viable in the end game, so they can fan out and undo any cap progress you've made, as well as corral and put down any light leftovers on your team.
I'm of a mind that the only effective counter is to group up and engage, murderherd y murderherd. But then the mode becomes skirmish with some running around at the end. Any thoughts on this? How do you play conquest?
The best strategy is to ball up and let the ball grab the closest cap on the way to Theta if possible. At the most you only need 1 light for 1 and another for the next cap. then after you have two caps and hopefully Theta all BUT ONE heads to theta ball up and roll them.
The problem is Heavies and assaults think they should cap. This is a mistake. They need to head straight to Theta or another point as needed. If you can keep the cap pressure on then even if you have lost most of your team hopefully one or two l ights survived and you can win on caps.
Lights are top priority in Conquest. Take them out and you have a great chance of winning especially on Polar and Alpine.
You will notice in most of my vids I almost always cap as much as I can.
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