Edited by Whisena, 19 June 2024 - 09:03 AM.
#1
Posted 19 June 2024 - 09:01 AM
#2
Posted 19 June 2024 - 09:34 AM
Whisena, on 19 June 2024 - 09:01 AM, said:
I am sorry to say that, but just yesterday I played some games where the Clans were defending very successfully and the IS was attacking in the Siege mode.
#3
Posted 19 June 2024 - 10:32 AM
Defense simply has way more going for it and not just from players.
Such Advantages Include:
-Additional damage factor in the form of turrets. <These have actually killed plenty of players themselves and reduce armor points for defense players to capitalize on.
-Additional armor factor in the form of turrets, objectives, gate generators, etc. <These soak up attention, time, and ammo.
-Invulnerable armor protection (including gates and walls) around objectives. <One guaranteed tactic to victory on defense team is to park your Atlas (or other tall mech) right in front of that little window that the enemy HAS to shoot into in order to hit the objective/s. I did that several times and completely blocked enemy shots from getting through.
-A timer that if reaching zero, Defense automatically wins.
-High ground advantage in many locations of the defending areas on maps. <As assault, you have to push through while defenders take up advantageous positions in expectation for you to arrive.
Assault Team Advantages:
-You have 2 or 3 means to enter the enemy base.
-Defense will be spread out to cover a large area to defend all objectives at once.
-Objectives can (potentially) be destroyed quickly with adequate DPS.
-Your primary target/s are stationary.
Through 12 games (because the first 2 were bugged) my experience was 2 assault team victories simply because my team focused entirely on objectives in 2 waves. <We grouped up, ignored enemy mechs and destroyed the first two objectives; then we all died. Second drop, we did it again and the enemy couldn't stop us. Finished one game with 13 minutes left.
Without that coordination on the other 6 assault/defense games, we barely made it past the gates as everyone was trying to take out the enemy.
Not sure how to balance this as defense is already going to naturally have an advantage, but if you are on the assault side, your best bet is to simply run in, destroy objectives, and completely ignore the enemy mechs which makes for a mediocre game.
#4
Posted 19 June 2024 - 10:52 AM
Whisena, on 19 June 2024 - 09:01 AM, said:
Ya, my mistake, for some reason I thought clan can only get attacker role since I get 7 games as attacker back to back and then finally 1 game as defender. Still, people who get attacker side is not going to have a good time.
Edited by Whisena, 19 June 2024 - 10:52 AM.
#5
Posted 19 June 2024 - 11:02 AM
Defending is much easier, I think, if you are on attack and you do not get inside on first attack, there is usually nothing you can do and sit there waiting for timer or enemy team to clear you out.
And if there is good team attacking, they can end super fast, so whole big siege map just turns into QP skirmish.
And some maps are just horrible.
But it is still more fun than QP, even if you lose, there is more mechs to shoot!
Whisena, on 19 June 2024 - 10:52 AM, said:
You can see what modes are active for faction play, on that right side under Launch button and player count, it changes every, hmmm I do not know, 12 hours?, and if you defend once, then you usually defend whole cycle until it changes.
Yesterday I think, or day before that, was only siege mode half day, so attackers had loss after loss ... lot angry people on forum.
PS: I even showed it in my video.
Edited by torsie, 19 June 2024 - 11:04 AM.
#6
Posted 19 June 2024 - 03:30 PM
I definitely feel your pain as attackers in Faction Play.
#7
Posted 19 June 2024 - 09:04 PM
But, most people loose far earlier. Do your prep work. Don't reinforce ( defender and attacker U want to die, wave bye wave). Especially attacker u need to get rid of your mech and die with your team. Otherwise U loose to much time and win nothing if U are the guy with two mechs vs 12. Bring proper deck of 4 fully, skilled mechs. Drop heaviest mech first. Don't get to slow in 2nd later wave (typical IS fault, King crab wave 4...). If U die meet up relatively close to the spawn. Otherwise U will get killed/DMG bye suicide former wave without any reason. Listen to the DC (even if first wave goes south). With all the tonnage and turrets first wave is often the hardest, but if 4 on your team decide to be tactical genius and do flanking X U are rly doomed. Delete everything, but an one gate attack out of your mind for the first 100 drops. Then think about it and forget for another 500, since unless u are in an skilled team your players will miss the required skill set. Bring two strikes where ever possible!
Teaming up with friends is more fun and gets u prio in mm.
U must have an extreme range drop deck, fully quirked, skill tree and perhaps TC! Leave clag at home.
Personally I would suggest using the time to learn proper trading instead of just going over if u loose.
Do this and score 1k + every match and your chances of winning increase drastically.
Edited by Ignatius Audene, 19 June 2024 - 09:11 PM.
#8
Posted 19 June 2024 - 11:12 PM
#9
Posted 20 June 2024 - 04:15 AM
Whisena, on 19 June 2024 - 10:52 AM, said:
Edited by Heat Skink, 20 June 2024 - 04:27 AM.
#10
Posted 20 June 2024 - 09:16 AM
#11
Posted 20 June 2024 - 09:27 AM
In Faction Warfare maps, there are always areas where midrange 'mechs can fight, particularly around the generators - when I was active in that mode, it was a contest to see who could maneuver better to get their preferred engagement style - and since even today the Clans tend to be faster with any given weapons loadout, it could be tough. With the vastly expanded weapons of today, I'd expect it to be a lot more even.
#13
Posted 20 June 2024 - 10:35 AM
#14
Posted 20 June 2024 - 11:06 AM
The issue you're running into is that you can't really just shoot meks blindly and expect it to work. Communication, teamwork and - more importantly - optimized mech loadouts and drop decks are critical to prosper in that mode. Unfortunately, a good chunk of the remaining playerbase treats FP as little more than another version of Quick Play - some so unfamiliar with its mechanics that they exit matches after losing their first mech... repeatedly (I swear there's a guy I've seen doing this two years ago and he's still doing it now)
#15
Posted 01 July 2024 - 12:23 PM
Whisena, on 19 June 2024 - 09:01 AM, said:
I dunno. Have you tried playing more than 6 games of FP ? Maybe before typing you should actually try and understand what you dont understand. Maybe learn abit about how the game mode work. And as for the whole clans op IS needs buffs. Total nonsense,neither are superior, just the pilots make the difference now.
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