I Thought I'd Seen Everything, Then This Match Happened...!
#1
Posted 01 June 2018 - 10:24 PM
Just had to mention it here. One of those adrenaline-pumping games, you know? lol
#2
Posted 01 June 2018 - 10:33 PM
Caustic because you could make a realatively straight run for the enemy base while remaining concealed in cover for most of it and Tourmaline because it was THE big map back then and delaying tactics worked because of it.
#3
Posted 01 June 2018 - 10:36 PM
This PvP needs such happenings to help keep the action fresh. So nice to read about from time to time.
I can see flashes in my head from previous drops, as Commandos were a class I focused on a lot in the old days and lights in general even recently (between a hiatus granted, but meh life happens). So I can relate to this experience quite easily.
#4
Posted 01 June 2018 - 10:56 PM
BWS2K, on 01 June 2018 - 10:24 PM, said:
Yeah those matches are fun. I rarely have adrenaline fueling QP games anymore, so I stick to Solaris, or FP. Knowing that a single loss can take away 29 points keep me on my edge better than anything in game.
#5
Posted 02 June 2018 - 11:25 AM
Defenders will win most of the time; especially, with high walls and defensive turrets and small entrances... that stealth mech can and often does make it to the other base......not too many people actually count the icons when the radar comes on or, count the icons if it's an assault mode....
Try it in QP and see if you like it !
Edited by Asym, 02 June 2018 - 11:26 AM.
#6
Posted 02 June 2018 - 12:55 PM
#7
Posted 02 June 2018 - 02:49 PM
nothing like running at 128kph with only a LB10. The 10P has crazy ballistic cooldown, with skilltree it fires once evey 1.4 seconds, faster than an AC5
Edited: had another great game where i was hunting down other lights, Terra Therma match devloved into a horrible brawl where i spent a while right behind a commando chasing it for a bit, hammering it with the LB. Hunting lights is fun with tis build
Edited by VitriolicViolet, 02 June 2018 - 02:54 PM.
#8
Posted 02 June 2018 - 06:15 PM
#9
Posted 02 June 2018 - 07:58 PM
Lykaon, on 01 June 2018 - 10:33 PM, said:
Caustic because you could make a realatively straight run for the enemy base while remaining concealed in cover for most of it and Tourmaline because it was THE big map back then and delaying tactics worked because of it.
While capping as a distraction did happen sometimes (gausscats loved camping on mountains), what I remember most about caustic was how often each team picked a different side of the crater, and the match ended in a cap race with zero shots fired...
#10
Posted 02 June 2018 - 08:44 PM
It really is just to bad than only about 20% of the map, the same 20% is all that is used for every battle and inevitably results in both teams NASCAR'ing for all its worth into that stupid death spiral of two snakes chasing each other eating each others tail in the process. So my less fun then the 999 other places and ways you could fight the battle.
#11
Posted 03 June 2018 - 05:53 AM
#12
Posted 03 June 2018 - 06:54 AM
Dragonporn, on 03 June 2018 - 05:53 AM, said:
I don't disagree exactly but this used one or two brain cells instead of the usual zero and obviously meant an entire team listened to a single dropcaller, which makes it stand out as a glorious battle tactic that very nearly worked, lol
#13
Posted 05 June 2018 - 08:17 AM
#14
Posted 05 June 2018 - 11:41 AM
#15
Posted 05 June 2018 - 08:08 PM
#16
Posted 06 June 2018 - 03:05 AM
First time I bumped into him we were on river city, he said stay in the city way back where we spawned, 3 guys didn't listen and walked over the ledge to the citadel, I said "We better leave the city to save those mechs or we'll lose" and he disagreed and we sat around 3 guys died and then the enemy that out numbered us came and slaughtered us. Since we were hiding in the city and not at all poking at their approach over open water because 1 we were really far back and 2 we had buildings in our way so the enemy had more cover than we did. The fight went down like this, the enemy came up into the city, we were in a tight huddle and did as we were told, the enemy spread out and came at us from every angle and a few of the fights were 2+ on One mech and as we started moving we just kept getting into each other's firing lines and we killed 2 mechs.
The next time was on forest colony, and this time everyone listened. We hid at the base and waited for the enemy to come, the enemy came and was spread out and collapsed on us and we lost horribly.
This, I want to mention again, was in solo queue and if I see his name on my team I immediately tell people to move out and call a grid. If I do this fast enough I can dissuade the team from listening to this guy.
Sitting and hiding can work. I've seen it work, but the times I've seen it work are very very few.
It can work well if the enemy isn't 100% sure where you are and you have your team spread out in a firing line. I saw a team on polar do this in group queue and they won but they were also calling targets as far as I know and were spread out well enough to be firing next to each other without worrying about crossing the streams.
#17
Posted 06 June 2018 - 07:38 AM
Xetelian, on 06 June 2018 - 03:05 AM, said:
It can work well if the enemy isn't 100% sure where you are and you have your team spread out in a firing line. I saw a team on polar do this in group queue and they won but they were also calling targets as far as I know and were spread out well enough to be firing next to each other without worrying about crossing the streams.
^This^
Defending can only work when all conditions are right: Teamwork, Location, Timing, ect.
Most 'lets defend' drop-callers have no idea on what makes a good defensive position and lead their team into a deathtrap like in your example.
Polar has lots of good spots for defensive positions while River City has almost none. Tall, unpassable cover like buildings and rocks are bad for defense, while elevated positions and wide cover like (snow-)dunes are great. For some reason however, players prefer buildings and rocks and are then wondering why it's so easy to surround/flank them... Probably the only exception is the base in incursion, because those turrets can make a difference.
The worst matches however are those assault ones on frozen where both teams have such a 'lets defend' caller and end up doing nothing until the timer passes the 5min remaining mark...
Edited by Daggett, 06 June 2018 - 07:46 AM.
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