SuperPuppy, on 18 December 2012 - 08:31 AM, said:
As above, there are only a few scenarios that can play out currently on a map. Once you've seen each a couple times, you'll know the pros and cons of each.
Ex: Frozen City
Scout the tunnel, once declared clear, guard the ridge/ship area. If tunnel isn't clear, fall back and prepare for attack. As enemies crest the ridge/ship, hammer them. If having a standoff, start working to flank around the crashed ship and come at the side. Generally the first group to get fidgety and go over the ridge is the group that dies as they don't go over all at once, but in a trickle.
If enemies come out the tunnel, try and focus fire them as they arrive. This is easier on one side than the other. The group with access to the 'mid cave/tunnel' has an easier time defending it than the one that doesn't and tends to be more often the group that might attack that way instead of using the ship/hill.
The final alternate strategy seems to be to try and sneak your forces out along the valley and out of sight until you're almost inside the enemy base - but that's risky since it leaves you completely open and relies on your enemies preparing for a ridge/ship assault or tunnel attack. It's also possible to spot people doing this if you're using Thermal and just keep glancing that way while waiting.
So when someone says "Cave" they're talking about going with #2. If someone says "Ridge" or "Hill" they mean #1.
SuperPuppy, on 18 December 2012 - 08:31 AM, said:
What gets me is the ECM D-DC Atlas that we all follow, but can't be bothered to wait for stragglers. As he leads the charge, the team strings out until the last half are not in ECM anymore and then the Atlas finds himself basically alone as he plunges head-first into a fray he can't hope to win. Seriously, dude?
When I play my ECM Raven, I try and work to keep everyone in ECM - like a dog herding sheep - and pay attention to what's going on if they split up a little. I've seen people with hellstorms of LRM's coming at them, but I scoot over and break the lock with me ECM and they get back to safety. Toggle Counter/Disrupt as needed and actively attack scouts harassing the team without moving so far from the team that I deprive them of the benefit of my ECM field. It's a fun thing to play with, but a tad frustrating in a PUG.
Edited by Rackminster, 18 December 2012 - 08:53 AM.






















