when I've been playing as of late every game is just base rush after base after base rush.
Any thoughts of how to help stop this?
0
Base Rushing
Started by youngbloodking, Dec 16 2012 11:05 AM
8 replies to this topic
#1
Posted 16 December 2012 - 11:05 AM
#2
Posted 16 December 2012 - 11:55 AM
Simple, defend your base instead of rushing theirs. The objective of Assault Mode is to capture the enemy's base, either by physically occupying its space for a set amount of time or killing off all of the defenders.
Edited by Farix, 16 December 2012 - 11:56 AM.
#3
Posted 16 December 2012 - 11:57 AM
You mean stop the trend or stop it tactically?
I remember one guy stating in closed beta that base rush is the only viable tactic. I agree, if you want to win you rush the base via shortest route.
You can defend against a good rush by performing one, which means you meet the enemy team at halfway. Then fate decides. Or you can rush with half team the long route and leave other mechs to defend. They dont need to kill the enemy, just prevent capping. Or something similar.
Biggest mistake you can make is that in the beginning of the game, your whole team moves to a place where they cant defend against shortest route rush.
I remember one guy stating in closed beta that base rush is the only viable tactic. I agree, if you want to win you rush the base via shortest route.
You can defend against a good rush by performing one, which means you meet the enemy team at halfway. Then fate decides. Or you can rush with half team the long route and leave other mechs to defend. They dont need to kill the enemy, just prevent capping. Or something similar.
Biggest mistake you can make is that in the beginning of the game, your whole team moves to a place where they cant defend against shortest route rush.
#5
Posted 16 December 2012 - 12:14 PM
Best way I've found is taking command and setting a rallying point close to base.
Yelling "going left" or some such at the start is not strategy, tactics nor a plan. It's simply not very smart. The reason it works so often is because the other team is doing the same thing and you end up passing by eachother.
Stay on defence untill the scouts can tell you where the enemy is and where they are headed, then take it from there. In the absence of scouts, stay defensive. Chances are the enemy is doing their rush thing anyway, so you can engage as they show up.
Yelling "going left" or some such at the start is not strategy, tactics nor a plan. It's simply not very smart. The reason it works so often is because the other team is doing the same thing and you end up passing by eachother.
Stay on defence untill the scouts can tell you where the enemy is and where they are headed, then take it from there. In the absence of scouts, stay defensive. Chances are the enemy is doing their rush thing anyway, so you can engage as they show up.
Edited by Arclight, 16 December 2012 - 12:17 PM.
#6
Posted 16 December 2012 - 12:21 PM
at the begining of the match, use the team chat to tell teammates that you should try defending near your base, becouse there are so many baserushes lately (I do this, and most of the time, people will stick with you and help you defend)
#7
Posted 16 December 2012 - 12:30 PM
By stopping it in game your best hope is to either defend base (at best horribly boring, at worst horribly boring and tactically miscalculated) or patrol the routes that tend to get rushed, like the ravine and cave on the sides of Frozen City. Call out rushes to your team and either stick around and kill the rushers or, if it's a premade of 4 ECM lights, quit and drop into a new game.
By stopping it in terms of game design, many suggestions have come forward that keep objective play important without having matches devolve into 2 minute long robot walking simulators, but AFAIK there has been no response from the devs.
By stopping it in terms of game design, many suggestions have come forward that keep objective play important without having matches devolve into 2 minute long robot walking simulators, but AFAIK there has been no response from the devs.
#8
Posted 16 December 2012 - 12:35 PM
Eventually not going far from your base solves all ninja capping, but it also means you will be locked in one place and the enemy will know exactly where you are.
What also works quite well is taking larger engine, meaning you will get to your base faster, should the enemy get any ideas.
Important thing is that most base cappers are ECM light mechs, so having someone with TAG and LRM support can kill them very fast. Doesn't work with pugs, though.
What also works quite well is taking larger engine, meaning you will get to your base faster, should the enemy get any ideas.
Important thing is that most base cappers are ECM light mechs, so having someone with TAG and LRM support can kill them very fast. Doesn't work with pugs, though.
#9
Posted 16 December 2012 - 12:45 PM
Really it's simply a matter of learning the maps and putting eyeballs on the one or two possible rush directions. Make damn sure you have someone covering the most popular rush path. If no one is doing that, take some initiative and drag your butt over there personally.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users