Lykaon, on 26 September 2018 - 10:36 AM, said:
So here's the thing about HPG basement. There will be 4 limited lanes of fire that all need to be covered in the event the enemy team attempts the breach from any spot. Failing to cover your entry points invites an unopposed flank attack.
But,you can not avoid having any one of the four entry points insufficently defended to prevent a concerted effort to breach it. Your limited lane of fire combined with your lead mechs becoming increasingly heat burdened means the level of precise coordination needed to manuver force to the right location is heavily dependent on pretty much each and every single defending player's judgment. And well let's be honest,that's not going to work. You are far more likely to have blocked fire lanes,mechs failing to rotate to share armor on the front and shut down mechs being cover for the enemy approach.
However,taking the top of HPG has advantages. The central placement allows for rapid reaction to any point of threat,Provides excellent cover (LRM immunity) and unlike the basement there are 4 limited points of approach for the enemy but unlimited points for retreat for your teammates.
Because of the open sky and lack of walls you can react to an enemy breach attempt with more flexability (deployed UAVs for clear intel is a must) Once the enemy masses to one of the ramps you can defend the top with a couple of mechs (that can fall back and off the top if the top is over whelmed) while your primary force drops off a side and hit a flank HARD. (Classic hammer and anvil strat)
This will most likely result in the enemy rotating away from the attack point on the flank and abandon the attempt to take the top. Depending on the outcome of the initial flank you can either push your advantage and momentum (if that occured) and pursue along the base of the HPG "hill" with your top force laying down supression fire to limit the enemy mech's fire lanes by keeping them pressed tight against the center mass. or retake the top. The vast majority of the time it is the later that occurs and you can trigger a full route from holding the top and utilizing a very basic hammer and anvil attack.
What you talking about is most likely how it works in CW or GQ, but it doesn't work like that even remotely in QP. Whole second part of your post highlights pretty deep and thorough understanding of situation by your teammates, which NEVER-EVER happens in QP. When people on the top get shot from different positions, and nobody provides cover, because when you take the top, you need to keep formation. So everyone panics and drops on sides to avoid more damage from different angles. Such thing as formation is absolutely irrelevant and impossible thing to create in any QP match. To be clear, not because players are bad, but because of non-existent communication. It is impossible to explain it over com, team should do it in auto-mode, which any pre-made will without saying a word. It would just take too freaking long to explain to each individual pilot where he must stand and what he must do.
Now on tactics. Covering entrances in the basement is non-issue, because I always managed to scout approach even when I was in freaking Assault. It doesn't really take much to just announce which entrances enemy is going through, and whole team reacts rather quickly. Generally, understanding where enemy is coming from is easy enough, you don't need to do anything special for it. With particular lack of communication, enemy team can never dream of attempting coordinated push with right formations from 4 different entrances. It just doesn't happen, plus you have all the time in the world to react and rotate whole team to the main points of approach. As I previously said, enemy team will be coming uncoordinated and spread damage all over the place, but your team will naturally shoot first mech that makes the step inside. Focus fire is everything in this game, and that's the big advantage on defenders side.
Blocked fire lanes and heat isn't an issue exclusive to defender side, because while enemy coming down, they have only one lane of fire from each point of entry, and most likely only one mech will be able to reliably fire at the given moment. It also very common to see that first mechs that lead the push inside, eat several alphas and either die or stall, creating jam for the whole enemy team to get inside sooner. You won't believe how many friendly fire it creates on regular basis. Also when few first mechs die on approach instantly, others behind them usually waver, and this also creates more opportunities for defenders.
Being down there gives you immunity not only to LRMs, but also to any long ranged sniper fire, which is often to be found when team goes top. Few shots of PPC/ERLL/AC/Gauss from wall snipers into someones back might kill it real quick. Not possible in the basement. UAV isn't also exclusive to ones holding the top. In fact, it is much easier to deploy UAV and having it on for whole duration, while UAVs set by pilots holding top will be shot down almost instantly by enemies in the outer circles.
Thing is, what I'm talking about, and what have I experienced with different tactics on HPG, is that basement one requires the least coordination and team situational awareness of all others, where you can successfully call without lengthy explanations, and it works. I think team refuses to go basement happens in two occasions:
1. There are too many lurmboats or long range pokers, who either know they are useless in close combat, or just chicken at the the thought. I can understand that LRM'eres would definitely be useless down there, but when I know for a fact that any sniper build can brawl very well. Hell, I do often go for brawl in my Black Lanner with dual ER-PPCs, and it works.
2. Team has stereotypical mindset about basement, because somebody said it's bad, and they rather race to the top like drones, with no coordination whatsoever, cannot cover each other, panic, drop down and scatter across the field to be picked off one by one. This is such a sad display...
But sometimes, yes, defenders in the basement fail, simply because enemy team was fighting better, more bravely, had better brawlers. But it still beats mindless race to the top into nascar, which happens in 100% of matches in HPG with no tactics and thinking.