Drenzul, on 13 August 2025 - 04:13 AM, said:
Murderball only really works effectively in PUGs because of lack of communication and team-play. You've often lost several assault that ran head-long into the murder-ball before the flankers can get into position.
Its basically entirely a poor co-ordination/awareness issue.
Now, this just isn't true. In the specific situation, they had people out to flank and disrupt the incoming murder ball, along with a timer to force us to forgo any sort of cautious, enveloping attack. But in general, you're totally misunderstanding what the so-called "murderball" is doing for the team, and why it is, has been, and will continue to be a common and effective tactic. Grouping your big 'mechs together is a mainstay of PuG tactics for a reason. It's inaccurate to take failure states like being bogged down, and then assume that's the normal state for a "murder ball" - while simultaneously assuming that a rear flanking maneuver is a simple and easy alternative to pull off. That much-maligned "blob" has flankers of its own; it has outriders and scouts, and agency to react to the threats those assets discover.
Grouping up your big 'mechs - which is what's actually advocated in "Follow the Fracking Atlas," is a good tactic in its own right - it is also the best default for the average semi-communicative PuG team, but it's not only for them. Concentration of force has been a mainstay modern tactics ever since Von Clauswitz's widow published On War after his death. Putting your big hitters together doesn't mean everyone tries to stand on each other's head like a bunch of cartoon weasels in a trenchcoat - but getting everyone who doesn't have another job to all gather in the same place is very useful when you make first contact with the enemy's main body. Or as someone once put it:
Void Angel, on 19 December 2012 - 02:59 PM, said:
What are the Assaults, or Heavies, supposed to do, actually? They're generally of similar speed, and generally benefit from mutual support - are the Heavies supposed to split up and trundle off to try and execute a rear flank? That's going to take a minute, during which time you are gambling that the enemy team won't notice that a third of your team is out of the fight. You might get lucky; but if they notice and attack, they're going to put you over their knee and spank you with Lanchester's Laws - while an important part of your combat power is stuck on the wrong side of key terrain, trying to be clever. That's not to say that flanking maneuvers, Light harassment, etc, are bad - but they're not the baseline players should be looking for in the semi-communicative environment of most PuG matches.
We're at risk of veering off-topic here, so let me reiterate: working together in a group is still teamwork; it's not the only form of teamwork you should do, but it works for a reason, and it's not going away.
PS: Brawlers were still viable in 12v12; now, they're over-tuned a bit because there's less firepower to kill them, but they still retain all their armor quirks.
PPS: 8v8 makes "deathballing" even more powerful because there's not as many people trying to occupy the same terrain. That's why Quickplay's Assault % has been fluctuating generally between high numbers for most of the day when I've checked it. Right now, it's sitting at 71%, though it's been fluctuating wildly (currently it's dropped to 32% before popping back up to 42%.) Wanna bet me whether most of those Assaults have armor quirks? =]























