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8 Man Drops, Come On. Fight!


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#21 Truthstar

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Posted 05 December 2012 - 06:28 PM

View PostMr 144, on 05 December 2012 - 06:24 PM, said:

You had a good fight....you just blew it, and lost badly.

The enemy team was equipped for short range fighting...had a plan...and followed it through to a win.

You team had support mechs, that were not equipped properly to engage at brawling range, yet you failed to locate the enemy to put your strengths into play.

Personally, I agree. I hate fast-cappers, not my prefered style. Puggers have endured this 'strategy' since...well...always. Pugs were always told, this kind of cheese can be easily countered by team play and smart tactics. With 8v8 there is now the opportunity to prove it.

Before Phase 1, there was organized 8-man speed capping
Before ECM, during Phase 1 there were flanking 4-man speed caps.
Now with ECM, there is stealth caps as well.

Different means to the same end...the base strategy has not changed. Scouting (now visually as well) is important. Forcing the enemy to meet you on your terms is important as well. I see nothing in the OP that is not the fault of the losing team. A failed plan....nothing more.

Mr 144


The primary purpose is to strategize mech loadouts based on combat, not capping a base or blatantly avoiding encounters. Hench the name of the game...Mech Warrior Online.

#22 Sevaradan

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Posted 05 December 2012 - 06:31 PM

View PostObadiah333, on 05 December 2012 - 06:26 PM, said:

Well, if all the 8 mans start running 2, 2, 2, 2, the matches will be "more balanced." I think the good teams are starting to practice that now. While there is no word yet on how community warfare, it's not too much of a stretch to think that there might be weight limits on drops for such things. I know that phase 3 is supposed to include some kind of skill/mech super secret formula match system, but no one knows exactly how that's going to work.

Until then, welcome to D-DC ECM online.


we typically run what we've got which sometimes end up with less than optimal mech line ups which significantly influences tactics.

#23 IIIuminaughty

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Posted 05 December 2012 - 06:31 PM

my 8 man squad is legit we don't let them just capture out base with out a fight. Get at my squad #TEAMWEIRDO!

#24 Mr 144

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Posted 05 December 2012 - 06:34 PM

View PostTruthstar, on 05 December 2012 - 06:28 PM, said:


The primary purpose is to strategize mech loadouts based on combat, not capping a base or blatantly avoiding encounters. Hench the name of the game...Mech Warrior Online.


Warrior does not mean combat. The goal is to win. The game mode we have allows a base capture as a win. If the enemy team's loadout strategy was to tank/stealth/speed cap, they were succesful.

I see the complaint here is that they did not change there strategy, with a win in easy reach, to abandon a superior position (base cap) to brawl with honor before proceeding to cap.

I don't like it. I prefer to brawl, with or without honor :) , but the simple fact is, this tactic has been in use for a long long time now.

Mr 144

#25 Stradivarious

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Posted 05 December 2012 - 06:35 PM

Well let me put it this way, at least the enemy team moved away from their own base....

Most of the 8 mans I've participated in(about 12 now) have been stalemates with both teams unwilling to commit with one exception of being steamrolled by a very coordinated Atlas rush and light mech feint combo. Lights distracted, assaults came from behind under ECM cover.

#26 IceSerpent

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Posted 05 December 2012 - 06:36 PM

View PostTruthstar, on 05 December 2012 - 06:20 PM, said:

I posted in each House forum an agreed Unit Lance standard of 2 mechs of each class(True Lance format). Obviously some won't follow along but the Units that hold competitive drops as a priority perhaps will. Open to discuss.


I think your wording will result in people thinking that you are simply trolling - a real BT lance/star consists of mechs of same or similar weight classes (i.e. an assault lance won't have a Jenner in it and a scout lance won't have a Stalker in it), so calling 2-2-2-2 a "true lance" probably causes most people to just chuckle and move on to another thread.

#27 Broceratops

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Posted 05 December 2012 - 06:38 PM

l2scout.

yeah they have ecm. doesnt mean you cant see them :x

#28 Sevaradan

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Posted 05 December 2012 - 06:38 PM

View PostTruthstar, on 05 December 2012 - 06:28 PM, said:


The primary purpose is to strategize mech loadouts based on combat, not capping a base or blatantly avoiding encounters. Hench the name of the game...Mech Warrior Online.


the primary purpose is to plan loadout's and tactics that feed my guys wins, winning is fun most of the time we'll go for the win by killing mechs but depending on what I have to work with I'm not going to get everyone killed trying to brawl it out midfield if i have a better option.

#29 Lefty Lucy

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Posted 05 December 2012 - 07:07 PM

Right now the only "support" mechs are mechs that bring ECM. You need to have at least two capable scouts, and your team needs to play conservatively until you find the enemy visually.

The days of "brawlers up front, LRMs in the back" are over. I think Mr 144 has pretty much said it already, but as long as base capping is a way to win, your team needs to be prepared for that or lose.

#30 Waldex

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Posted 05 December 2012 - 08:20 PM

View PostFerrolupisXIII, on 05 December 2012 - 05:31 PM, said:

had an 8 match, where the other team just walked into our base under ECM and didn't even try and fight us. really guys? i thought we wanted 8 man groups for good fights not sneaking around the edge of a map under ECM cover.

we did catch them in time to engage but it was hardly a fight. they all equipped for close range and we were forced to walk into them while they just marched on into our base, not even stopping to fight us. so our poor support mechs had to rush in to get killed and block cap. was hardly any fun at all.

8 man needs the same match making as the pubs, we just see all D-DC with ECM right now practically. its back to the old matches of "oh the other team has all assault mechs. great"


Ferro, come play Ferro /poke

#31 Truthstar

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Posted 05 December 2012 - 08:29 PM

View PostIceSerpent, on 05 December 2012 - 06:36 PM, said:


I think your wording will result in people thinking that you are simply trolling - a real BT lance/star consists of mechs of same or similar weight classes (i.e. an assault lance won't have a Jenner in it and a scout lance won't have a Stalker in it), so calling 2-2-2-2 a "true lance" probably causes most people to just chuckle and move on to another thread.


I'm basically going by my experience in MPBT and common sense. If we were doing 4 pilot drops, a "True Lance" would be one of each Class; x2 for 8 man drops. Agree with the many options of going Sault, Recon etc etc formats though. Not saying I prefer one over the other, just feel the 2 2 2 2 is the foundation which gives balance across the board. Obviously, I want to destroy my enemies and then rub it in their face w/o them being able to fall back on a weak excuses of "well you guys had an extra heavy" etc..
But, we'll see how Phase 3 turns out

#32 Ted Wayz

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Posted 05 December 2012 - 08:31 PM

But hey, you got to share the experience with your friends. Lucky you!

#33 aspect

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Posted 05 December 2012 - 08:37 PM

View PostJimSuperBleeder, on 05 December 2012 - 06:10 PM, said:

it's all about winning even if you use the cheap tactics.
As long as you win who cares how you do it.


Ahh, I've been playing this battlemech fighting game to actually have fun. I guess that's where I've been going wrong...the correct approach is to focus on winning every match of a battlemech driving game. Congrats on your wins!

#34 Sevaradan

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Posted 05 December 2012 - 09:40 PM

View Postaspect, on 05 December 2012 - 08:37 PM, said:

Ahh, I've been playing this battlemech fighting game to actually have fun. I guess that's where I've been going wrong...the correct approach is to focus on winning every match of a battlemech driving game. Congrats on your wins!



winning is fun.

#35 Walk

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Posted 05 December 2012 - 10:42 PM

View PostFerrolupisXIII, on 05 December 2012 - 05:31 PM, said:

had an 8 match, where the other team just walked into our base under ECM and didn't even try and fight us. really guys? i thought we wanted 8 man groups for good fights not sneaking around the edge of a map under ECM cover.

we did catch them in time to engage but it was hardly a fight. they all equipped for close range and we were forced to walk into them while they just marched on into our base, not even stopping to fight us. so our poor support mechs had to rush in to get killed and block cap. was hardly any fun at all.

8 man needs the same match making as the pubs, we just see all D-DC with ECM right now practically. its back to the old matches of "oh the other team has all assault mechs. great"


All I heard was you telling us how your strategy failed and theirs succeeded. Time to adapt, bro.

#36 UnofficialOperator

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Posted 05 December 2012 - 10:44 PM

Bad team is bad...

#37 DerSpecht

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Posted 05 December 2012 - 10:52 PM

View PostFerrolupisXIII, on 05 December 2012 - 05:31 PM, said:

had an 8 match, where the other team just walked into our base under ECM and didn't even try and fight us. really guys? i thought we wanted 8 man groups for good fights not sneaking around the edge of a map under ECM cover.

we did catch them in time to engage but it was hardly a fight. they all equipped for close range and we were forced to walk into them while they just marched on into our base, not even stopping to fight us. so our poor support mechs had to rush in to get killed and block cap. was hardly any fun at all.

8 man needs the same match making as the pubs, we just see all D-DC with ECM right now practically. its back to the old matches of "oh the other team has all assault mechs. great"


so they won and minimized their repair bills.. looks like a grind party to me.. you just have been stomped lol

#38 ciller

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Posted 05 December 2012 - 11:14 PM

View PostStradivarious, on 05 December 2012 - 06:35 PM, said:

Well let me put it this way, at least the enemy team moved away from their own base....

Most of the 8 mans I've participated in(about 12 now) have been stalemates with both teams unwilling to commit with one exception of being steamrolled by a very coordinated Atlas rush and light mech feint combo. Lights distracted, assaults came from behind under ECM cover.


I remember that match! :D good times, good times

#39 Serevn

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Posted 05 December 2012 - 11:59 PM

View PostNazira, on 05 December 2012 - 05:39 PM, said:

This problem will likely get worse until PGI makes it worthwhile or somehow required to engage (e.g., no base cap until at least 50% casualties?). Some 8v8s truly enjoy the match ups against a similarly skilled team. Others are focused on C-Bill and Exp farming and will form Mech Trains that beeline from start to cap to minimize game duration and maximize games/C-Bills/Exp per hour.

A base rush with no fight gives me around 100-120k c-bill win with boosts, I've gotten 150k c-bill losses with good fights. So honestly i don't get the point. Wining with base capping without a fight will probably give you only 20-25% more income than the losers, possibly less. People scared of repair bills or something?
Usually its the other teams fault for being oblivious to enemy movement, but too move under a bunch of ECMs skirting around the edge of the map goes a little to far, but if your scouts don't see the enemy you should be able to guess what their doing.

#40 Riffleman

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Posted 06 December 2012 - 12:08 AM

You wanted teams vs teams competative play. It sounds to me like you were outplayed. Personally as a pug player the game has never been better than now. Even brawlin fights as far as the eye can see.





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