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Please Fix The Assassin Rushes!


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#1 Vellron2005

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Posted 01 September 2018 - 12:19 PM

So, it seems to me that a wave of 12 assassins can annihilate a wave of 12 most anything in this game..

Why is this?

1) Assassin is punching above it's weight

2) Assassin has well known hit-reg issues.

3) Assassin is too fast for close range lock-ons

4) Even if you shoot it in the legs, it's lagshield gives it what feels like triple Atlas hitpoints per leg..

So please PGI, do something to make this game somewhat more fain and enjoyable, fix the assassin, and stop these frustrating assassin rushes.

It's just absurd that 12 assassins can destroy 12 on any other mech in this game.

#2 SFC174

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Posted 01 September 2018 - 12:26 PM

Having never experienced a 12 Assassin rush, is this really true? Yes, I'm aware of the ASN issues, but can 12 ASN really take down 12 LBK if both teams are of similar skill? I don't care how quirky the ASN is, if a good team is focus firing they will start dropping.

#3 K O Z A K

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Posted 01 September 2018 - 12:33 PM

not so much anymore, used to be much more ridiculous when 21s had armour quirks, but this is true with many mechs, you can do it with piranhas or linebackers for clan

If you're getting hit by 12 of them though chances are you're facing an organized group, sorry but solo dropping with lrms certainly won't stop them. I've seen many drops where 12 asn rushes were cut down. The only place where they are unstoppable is incursion

You could try to bring streaks instead of lrms, but you'll still struggle if they drop a few ecm variants. The best way to face them is as soon as you've figured out ur getting hit by asn wave, get your team to quickly get to the nearest most open ground possible, if you have 500-800 meters of open ground for them to cover before they can close on your group, you can drop 6 of them before they even get into range. Again, if you're solo/small group dropping your chances of getting your pugs to follow you to open area are slim, but you can certainly try. It's really more of a synchronized deck by organized 12man issue than a specific chassis issue

#4 Vonbach

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Posted 01 September 2018 - 12:38 PM

Dear PGI our assault snipers and LRM boats are actually getting attacked by fast medium mechs.
Please nerf mechs doing their job so we can stand back in peace.

#5 Eisenhorne

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Posted 01 September 2018 - 12:43 PM

View PostSFC174, on 01 September 2018 - 12:26 PM, said:

Having never experienced a 12 Assassin rush, is this really true? Yes, I'm aware of the ASN issues, but can 12 ASN really take down 12 LBK if both teams are of similar skill? I don't care how quirky the ASN is, if a good team is focus firing they will start dropping.


12 ASN pilots vs 12 LBK pilots, assuming equal skill, will be a fairly even fight actually. The ASN have less hitpoints, but are more agile, can jump, have better hitboxes, and have more accurate weapon groupings. The LBK are significantly tankier, and have significantly more firepower.

I'd give it to the team with better coordination, and that can better arrange a numerical advantage. If those 12 ASN catch 4 LBK by themselves and kill or maim them before the rest can assist, then they win hands own. Same if the LBK catch some ASN off guard. It would be a pretty fair fight IMO.

As for the original point... Haze is right. Any team able to field 12 assassins as a rush is a team that is coordinated team, one where they players are interested in working together and playing as a single team instead of solo pugging and doing whatever they want. They are going to win unless your team does the same.

I have beaten 12 man assassin rushes from good units (and 12 man crab rushes, which are also quite good especially with the LRM meta) and the key is seeing it coming, and positioning correctly. You need to form a firing line, and make sure to cripple a few of them on the way in. Assassins are hard to hit, but 2-3 solid alphas from hellbringers will take one's leg off (assuming you can shoot decently well, you're gonna land a lot of your burn on the leg but obviously not all of it because they're hard targets).

If you coordinate fire, and have a good position, you can take them down. If you're all in LRM boats, you need to spread out, and your NARC light needs to spot them coming and get into position to spot them. IF you're LRM'ing and don't have a skilled NARC light, then yea you're going to lose because you have a poor team composition. If you're in snipers, you also need to spread out, and make damn sure you have a lot of open ground all around you to force the assassins to run across a killing field.

Its not easy to deal with, but a coordinated team can definitely beat it. The trick is to beat it by enough. If you beat an assassin wave with assaults 12-9, they've won, because it was a very effective tonnage trade. You need to beat it like 12-4 or something to actually consider the wave a win.

#6 FupDup

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Posted 01 September 2018 - 12:53 PM

Lel.

#7 panzer1b

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Posted 01 September 2018 - 01:06 PM

Im pretty much under the impression that an organized rush of ANY 12 mechs that are all a similar playstyle will beat the crap out of another team that doesnt bring a hard counter to said 12 mechs on their own 12 mech strat.

Granted i do agree that the assasin has some of the most broken hitreg in the game (i have easier time killing lolcusts, much easier time killing lolcusts especially with dual gauss which is so funny to watch em go poof). Put the top engine in that with 4 SRM-4s and ur guaranteed a decent game if you can wolfpack with a few other lights/fast meds (fast enuff to get out of a bad spot or close distance, and armored enuff to take a few nasty hits). Still, it may just be your choice of weapons, long duration lasers (namely ANYTHING on clan side) has an extremely hard time with any light mech that isnt moving predictably. Its all about weapon choice, either bring MPL, streak-4s (2s and 6s suck on clan side), or ballistics if you are a good shot and shoot the critch area which has the least likely hitreg failure rates from my experience (itll damage a leg most of the time and doesnt move around as much as the legs themselves).

#8 Weeny Machine

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Posted 01 September 2018 - 01:11 PM

View Postpanzer1b, on 01 September 2018 - 01:06 PM, said:

Im pretty much under the impression that an organized rush of ANY 12 mechs that are all a similar playstyle will beat the crap out of another team that doesnt bring a hard counter to said 12 mechs on their own 12 mech strat.


Be free to post your experience of a 12 Huggin or Spider rush Posted Image haha

Edited by Bush Hopper, 01 September 2018 - 01:12 PM.


#9 VonBruinwald

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Posted 01 September 2018 - 02:14 PM

View PostHazeclaw, on 01 September 2018 - 12:33 PM, said:

If you're getting hit by 12 of them though chances are you're facing an organized group, sorry but solo dropping with lrms certainly won't stop them.

You could try to bring streaks instead of lrms, but you'll still struggle if they drop a few ecm variants.


I love that mentality that solo's only run lurms. Truth is, teams only run 12 mans vs. pugs to pad their stats, [Redacted].

Edited by draiocht, 02 September 2018 - 10:42 PM.
unconstructive, inappropriate reference


#10 Eisenhorne

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Posted 01 September 2018 - 02:23 PM

View PostVonBruinwald, on 01 September 2018 - 02:14 PM, said:


I love that mentality that solo's only run lurms. Truth is, teams only run 12 mans vs. pugs to pad their stats, [Redacted].


[Redacted] Maybe it's just more fun when you don't have to put up with your team actively fighting you, and you want to have a consistent group of people to play with. Most pugs are absolutely worthless, so it's better to avoid having them if at all possible. I'd rather play vs teams all the time, but it's not like we know if we're fighting another premade or a group, so we have to take serious (or at least somewhat serious) mechs each time, just in case we get a real match.

It's not about stats or anything... it's just about not wanting to explain the game over and over again to people who aren't going to listen anyway. Better to play with reliable people.

Edited by draiocht, 02 September 2018 - 10:40 PM.
Quote Clean-Up, unconstructive


#11 TheMundaneYesYes

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Posted 01 September 2018 - 02:27 PM

Hm, this reminds me of the days back when there was only a eight man team. A eight man "Rush" of Atlas.

#12 K O Z A K

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Posted 01 September 2018 - 02:34 PM

View PostVonBruinwald, on 01 September 2018 - 02:14 PM, said:


I love that mentality that solo's only run lurms. Truth is, teams only run 12 mans vs. pugs to pad their stats, [Redacted].


Solo's don't only run lurms, I play solo sometimes and never lurm solo, but I know OP probably was. Truth is, teams only run 12 mans vs pugs (they don't know who they will face) enemy team because that's how FP is intended. And you'll find there's hardly any players that only drop 12, but that is the best way to enjoy the mode. Although personally I prefer dropping in 3-5

Edited by draiocht, 02 September 2018 - 10:43 PM.
Quote Clean-Up


#13 FireStoat

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Posted 01 September 2018 - 02:50 PM

The trick to events like this is to time your play schedule for the off hours when the comp groups aren't dropping, assuming you're going in as a solo player. PGI's matchmaker throws everything together, regardless of tier or groups. If you're playing during prime time at the onset of an event, you'll face the cheese.

Play the game to have fun. If facing a comp group on an open map where they all have ER Large lasers or a brawl map where they rush Assassins twice, and then clean up with their assaults isn't fun, then you're better off doing something else.

Edited by FireStoat, 01 September 2018 - 02:51 PM.


#14 Grus

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Posted 01 September 2018 - 02:52 PM

View PostVellron2005, on 01 September 2018 - 12:19 PM, said:

So, it seems to me that a wave of 12 assassins can annihilate a wave of 12 most anything in this game..

Why is this?

1) Assassin is punching above it's weight

2) Assassin has well known hit-reg issues.

3) Assassin is too fast for close range lock-ons

4) Even if you shoot it in the legs, it's lagshield gives it what feels like triple Atlas hitpoints per leg..

So please PGI, do something to make this game somewhat more fain and enjoyable, fix the assassin, and stop these frustrating assassin rushes.

It's just absurd that 12 assassins can destroy 12 on any other mech in this game.


Dont aim for the legs aim at the hip.

#15 Kaeb Odellas

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Posted 01 September 2018 - 02:53 PM

Smoke Jaguar seem to be wiping the floor with Kurita. What the he'll are you complaining about? Is the seal clubbing not easy enough for you?

#16 SmokeGuar

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Posted 01 September 2018 - 04:03 PM

SJ is not wiping floor for most of time, its just a moment that you happened to look at bar. Few wins will shift bar rapidly.
And if IS side has problem with non-regulars, i can tell you its no better on other side of fence.

#17 Eisenhorne

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Posted 01 September 2018 - 04:07 PM

View PostSmokeGuar, on 01 September 2018 - 04:03 PM, said:

SJ is not wiping floor for most of time, its just a moment that you happened to look at bar. Few wins will shift bar rapidly.
And if IS side has problem with non-regulars, i can tell you its no better on other side of fence.


It's currently 15863 / 13355 wins / losses in favor of the smoke jags. So its not like one side is utterly dominating, but smoke jags are indeed winning.

#18 K O Z A K

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Posted 01 September 2018 - 04:15 PM

View PostEisenhorne, on 01 September 2018 - 04:07 PM, said:


It's currently 15863 / 13355 wins / losses in favor of the smoke jags. So its not like one side is utterly dominating, but smoke jags are indeed winning.


must be the OP clam tech Posted Image

#19 Tarl Cabot

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Posted 01 September 2018 - 04:31 PM

Fix Mist Lynx rushes.. Linebackers rushes.. hmm.. lets get rid of team play completely!!! :) /snickers...

#20 VonBruinwald

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Posted 01 September 2018 - 05:08 PM

View PostHazeclaw, on 01 September 2018 - 04:15 PM, said:


must be the OP clam tech Posted Image


You say that, this event will give a better view of tech disparity given that a large amount of players will play both sides of the event for the KMDD/Solo Kill challenge.

If the Jags get a clear win then it will be down to tech and not the "elite players" all stacking one side.





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