


8V8 Last Night And The No Bueno
#1
Posted 12 December 2012 - 08:20 AM

#2
Posted 12 December 2012 - 08:24 AM
#3
Posted 12 December 2012 - 08:42 AM
Edited by PropagandaWar, 12 December 2012 - 08:42 AM.
#4
Posted 12 December 2012 - 08:45 AM
#5
Posted 12 December 2012 - 08:59 AM
#6
Posted 12 December 2012 - 09:04 AM
-k
#7
Posted 12 December 2012 - 09:09 AM
#8
Posted 12 December 2012 - 09:17 AM
PropagandaWar, on 12 December 2012 - 09:09 AM, said:
Well, at the same time, it does give Lone Wolf players an option to use missiles without needing a buddy.
And last night was brutal for me too. We were basically just practicing, trying different things, and I wasn't with my usual group per se, but yeah... ugly. Like 2 for 10 I think, and one of those was a base cap rush (they rushed ours, we split and distracted them while capping theirs once it was obvious both teams had went too far to come back to base in time lol.)
#9
Posted 12 December 2012 - 09:17 AM

Edited by Joseph Mallan, 12 December 2012 - 09:22 AM.
#10
Posted 12 December 2012 - 09:19 AM
PropagandaWar, on 12 December 2012 - 08:20 AM, said:

I had plenty of fun fighting ya'll last night.
And, yes, assaults don't help as much as some people like to think they do. We were unusually heavy last night with 4 assaults, but that's because we have a lance that specializes in that sort of stuff. Usually, we run a mix of lights with some mediums and then the other half is cataphracts (one of which is guaranteed to be MwHighlander), a dragon (me), and usually just a single assault (Vlad Ward).
Honestly, after these last few days of constant 8v8 action, I think playing to the strengths of the map is the most important thing. In forest colony, we NEVER go north. Its a death trap. We instead take the little hill by the coast (if we spawn on the west side) and that gives us a view of the water, the beach, the arch, and we can have someone watch the cave. On frozen city, we walk up to the hill and stay to the side closest to the glacier, and keep our long range spread out in the ice field. This means that if anybody runs over the hill (or they zerg rush us), we're spread out enough that we won't get confused by the action. We can easily focus fire anybody who comes over. In addition, this puts us in an excellent spot to quickly respond to anybody who might want to come through the crevasse. If the entire team comes through, we can resposition in just a few seconds and start wiping them out.
These strategies have worked with very little of it based on our team composition. We sometimes have a wide variety of mechs, and taking these positions seems to work well most of the time.
Not to toot our own horns, but we lost only a single match last night, if I recall correctly.
Edited by Orzorn, 12 December 2012 - 09:20 AM.
#11
Posted 12 December 2012 - 09:20 AM
#12
Posted 12 December 2012 - 09:21 AM
#13
Posted 12 December 2012 - 09:27 AM
Joseph Mallan, on 12 December 2012 - 09:17 AM, said:

We discussed that. Personally Im a a med mech pilot and always used SRMS for missles and giving up a med las for tag hard for me to swallow but I will see how it works. I put Streaks on one Cent Varient I use but only as a UAC backup I can put tag in a laser point on that one. I think I have only one atlas pilot that likes toting lrms however. One thing I noticed was the pug matches very few people run ECM's I found that odd.
#14
Posted 12 December 2012 - 09:33 AM
Orzorn, on 12 December 2012 - 09:19 AM, said:
And, yes, assaults don't help as much as some people like to think they do. We were unusually heavy last night with 4 assaults, but that's because we have a lance that specializes in that sort of stuff. Usually, we run a mix of lights with some mediums and then the other half is cataphracts (one of which is guaranteed to be MwHighlander), a dragon (me), and usually just a single assault (Vlad Ward).
Honestly, after these last few days of constant 8v8 action, I think playing to the strengths of the map is the most important thing. In forest colony, we NEVER go north. Its a death trap. We instead take the little hill by the coast (if we spawn on the west side) and that gives us a view of the water, the beach, the arch, and we can have someone watch the cave. On frozen city, we walk up to the hill and stay to the side closest to the glacier, and keep our long range spread out in the ice field. This means that if anybody runs over the hill (or they zerg rush us), we're spread out enough that we won't get confused by the action. We can easily focus fire anybody who comes over. In addition, this puts us in an excellent spot to quickly respond to anybody who might want to come through the crevasse. If the entire team comes through, we can resposition in just a few seconds and start wiping them out.
These strategies have worked with very little of it based on our team composition. We sometimes have a wide variety of mechs, and taking these positions seems to work well most of the time.
Not to toot our own horns, but we lost only a single match last night, if I recall correctly.
Lol. There were some damn good plays last night and we were losing fair and square. I agree on terrain I'm a big advocate of it and if used properly can be used for grand deceptions (Our good game last night used that). Our first game on frozen city we were rushed and if we had used the buildings properly I doubt we would have been roflstomped.
#15
Posted 12 December 2012 - 09:36 AM
BlightFang, on 12 December 2012 - 09:20 AM, said:
it is a horrible composition against 8 atlases. course 8 atlases has all the tactics of trying to ram a bunch of battleships into a group of destroyers, can be done, but also is just as easy to waste them.
#16
Posted 12 December 2012 - 09:40 AM
BlightFang, on 12 December 2012 - 09:20 AM, said:
8 Atlases is pretty awful. We've fought those teams and soundly demolish them every time. Perhaps if they were all skilled players they could pull through, but then again, isn't a skilled team supposed to be more likely to win anways? It would only be a problem if teams of equal skill lost every time to 8 Atlases.
The other team comp I see WAY too often is 4 Ravens and 4 Atlases, every single one of them with ECM. Once again, we totally stomp them, usually losing 0 to 1 person.
The trick is to build your team so that ECM basically does nothing. Drop the LRMs and SSRMs (unless you carry TAG and make a concerted effort), switch to direct fire power houses. Those ECM's become 20 tons (8 ECM * 2 tons per) wasted.
#17
Posted 12 December 2012 - 09:44 AM
#18
Posted 12 December 2012 - 09:46 AM
Edited by dal10, 12 December 2012 - 09:47 AM.
#19
Posted 12 December 2012 - 10:05 AM
#20
Posted 12 December 2012 - 10:18 AM
Orzorn, on 12 December 2012 - 09:40 AM, said:
The other team comp I see WAY too often is 4 Ravens and 4 Atlases, every single one of them with ECM. Once again, we totally stomp them, usually losing 0 to 1 person.
The trick is to build your team so that ECM basically does nothing. Drop the LRMs and SSRMs (unless you carry TAG and make a concerted effort), switch to direct fire power houses. Those ECM's become 20 tons (8 ECM * 2 tons per) wasted.
I agree. Generally as long as I have at least one med pilot with me 2-3 ravens are done for even with lag shield (We all have lag shield to an extent so complaining about it does nothing). I fear the atlas way less than fracts/and the 6srm one shot wonders (I will not wholly aknowledge blaphemous builds T-Cat Gauss Cat). This is excetion to when Im piloting my cidada that things hit or miss. If it gets stuck on something it tends to blow up quick.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users