#461
Posted 31 December 2016 - 02:15 PM
@ no one
Making the pickup zone known to the attacking team would be a huge mistake, giving the attacker too much of an advantage due to foreknowledge. Making the specific drop zone known to the defenders would be fine, and if the attackers are paying attention they might get a clue as to the final destination from the behavior of the defenders (giving you your wish there)
As an alternative, making all the potential pickup zones known to both sides might be acceptable (as long as it isn't instantly clear which one will be used, as it is on some maps).
Part two
On the subject of peeking, be it hill hump, corner, or poptart, it needs to be done with great care. I've seen far too many cases of people poking their head out, being visible to multiple enemies, and getting various body parts blown off as a result (or at least taking far more damage than they dished out). On no map is this more apparent than Polar Highlands (Alpine can come close). In WoW terms this was the classic battle line from vanilla days, where the person who stepped forward first took it in the teeth, more often than not.
Think before you volunteer to be the enemies' target dummy.
The solution? As Void keeps saying, communicate: call your targets and move together. Four people peeking or pushing, firing at the same target will do 4 times the damage to one target, and incoming fire is likely to be spread across all 4, meaning no friendly is as likely to be taken out.
#462
Posted 31 December 2016 - 02:33 PM
As things are sometimes defenders don't have enough forewarning to set up effective protection.
#463
Posted 08 January 2017 - 08:42 AM
#464
Posted 08 January 2017 - 09:11 PM
Crimson Straight seems to be the most straight forward for ether Attacker or Defender as the VIP will go one of two directions. Defenders just need to be ready to push the saddle or the city once the Atlas crosses the river, That means splinting the team but the Saddle is a choke point which makes it easier to do. The attackers will often loss if they are too invested in one area or commit to a brawl too early in the wrong part of the city.
Alpine Peaks was a favorite when Escort first dropped but seems to benefit the Defenders slightly more thanks to the sensors warning you of most scouts (though those mountain goat snipers should have the advantage) it's only when the VIP chooses to walk right into a the enemy team that it turns into a meat grinder.
Haven't played Escort on the other maps enough to get a good read but the key to victory for the Defenders proves the title of this topic is correct: Follow the fracking Atlas and your good! The Attackers won't have the advantage until they can single out the stumbling VIP and can start pounding on the armor on that slow brute. The easiest games I have had as attacker is when the bright orange Atlas comes across my gun sight with no one else to draw my fire.
#465
Posted 09 January 2017 - 05:09 AM
Have people given up leading the charge with an Atlas (or any assault actually) ?
#466
Posted 09 January 2017 - 11:39 AM
The solution is generally to either wait until the snipers pare each other down a bit, or to try to get your team to move for a flank, depending on the situation.
Also remember: "follow the Atlas" is a euphemism for cooperation and teamwork, rather than advocacy of any given tactical tool - because those will change with the game.
#467
Posted 09 January 2017 - 12:50 PM
#468
Posted 09 January 2017 - 04:55 PM
That's why I went out of my way to cover specific tactics only for the point of illustration, and sparingly even then. I'm lazy, you see, and didn't want to be endlessly revising (and arguing about) my recommended tactics with players of multiple tiers (Elo rankings back then) every time the meta shifted a bit.
#469
Posted 09 January 2017 - 11:20 PM
One thing that never changes: allot of people think 'follow the Atlas' means 'use the fattie as a human shield!' Atlases are allot more effective when you stand beside them, not behind them.
#470
Posted 10 January 2017 - 05:13 AM
#471
Posted 10 January 2017 - 11:06 AM
#472
Posted 10 January 2017 - 11:55 AM
Steel Raven, on 09 January 2017 - 11:20 PM, said:
One thing that never changes: allot of people think 'follow the Atlas' means 'use the fattie as a human shield!' Atlases are allot more effective when you stand beside them, not behind them.
Well, to be fair, it was overpowered. The 5SS could spread damage amazingly well, and still blast people with ultra-fast burning lasers for ever, and ever, and ever. The 9S was arguably even worse - you could outsnipe multiple Clan 'mechs, and then close to brawl effectively with backup medium lasers and the ERPPCs. I think they nerfed the 9S too hard, but both 'mechs had it coming.
Even the Timber Wolf meta builds of the time would often lose to a 5SS, though - they did trials between high level players. It's just that the Timber Wolf outperformed everything but the top Inner Sphere 'mechs so handily that makes complaints from its pilots so hard to swallow. Yet balance was pretty good for a while, while still favoring the Clans a bit - until their stable of Omnimechs started to diversify - and Clan Battlemechs started hitting the field.
A lot of what made the Clans roughly balanced(-ish) against the post-quirk Inner Sphere despite the Clan's superior weapons and engines was the limitations imposed on the first few runs of Omnimechs. Sure, 'mechs like the Stormcrow had lighter and/or more compact equipment, longer ranges, great mixes of hardpoints, and insane survivability with their XLs; but they also had burst-fire autocannons, a lot of arm hardpoints, hard-locked equipment in inconvenient places, and a locked engine that forces it to be faster than many pilots would have wanted (this was an argument repeatedly used by Clan partisans claiming that their 'mechs were underpowered at release.) Their Lights generally couldn't handle the Inner Sphere's Light 'mechs (they didn't even have a truly fast Light,) and their Assaults were even worse off - either too slow (Dire Wolf,) or on the fast side with extremely restrictive hard-locked equipment (Warhawk.)
Recently, however, the Clans' Omnimech stable has expanded, and several highly effective Battlemechs have hit the field. The Clans' fast Light, the Arctic Cheetah, quickly replaced the Firestarter as the alpha predator of combat Lights, while the Kodiak and Hunchback IIC are at the top of their respective weight classes. With 'mechs like the Huntsman and Night Gyr providing lower-speed alternatives (with jump jets) to the faster Omnis, both partisans and detractors are able to see just how much those inconvenient hard-lockings and (especially) larger-than-necessary XL engines really were holding the Clans in check.
Edited by Void Angel, 10 January 2017 - 11:56 AM.
#473
Posted 11 January 2017 - 12:39 AM
Void Angel, on 10 January 2017 - 11:55 AM, said:
I'll give you the 9S, it was what the Awesome was suppose to be but in a 65 ton package. Only problem is they nerfed the PPC with it.
People stop complaining about the 5SS after they applied ghost heat to Medium Pules Laser which I also consed was needed with every other Black Knight and Grasshopper build was ALL MPL ALPHA! like the 5SS.
(I simply though it was funny at the time considering the Clans were still curb stomping the IS in CW)
My real point was the Meta has gone180 from MPL brawlers to AC/5/PPC/Gauss snipers after buffing, nerfing, rebalancing, rescaling, new maps and allot of new mechs. It will continue to change but the fundamental argument will remain: teamwork wins the game.
#474
Posted 11 January 2017 - 12:45 PM
Regardless, the meta will always change, and people who refuse to roll with it will have it roll over them. I recall an argument I had with some uberitis patient in the New Player forums my first year or so playing the game. Some guy was asking for input on a change he had made, swapping a Gauss Rifle for two AC/5s on his Cataphract - he reasoned that while he was frontoading less damage, he was getting more dps and felt better in sustained combat. He wanted the advice of veteran players, and people gave various constructive opinions... until Captain Uberitis chimes in yelling at the kid for being bad, and tell him him that a larger amount of punch damage was always better than DPS.
At that point I had to disagree; not only was the guy borderline abusive, he was empirically wrong (uberitis is a terrible, debilitating illness.) I have to be clear here - his claim was that any amount of DPS was and would always be inferior to frontloaded damage. Because torso twisting. I know this for a fact because I asked him point-blank. I then proceeded to demonstrate to him that - assuming only the Gauss on one hand and the two AC/5s on the other - the newb asking the question could leg him to death and walk away laughing before his Gauss Rifle would even penetrate the kid's armor. Nope! Still wrong, because all the top-level players use punch damage, so there! When the Kodiak hit the top of the charts (and it's still there...) I thought of this conversation, and laughed.
That's why I specifically worded both of my guides to avoid the discussion of specific tactics - it simply invites uninformed disagreement by people who ape the meta, and would require constant revision every time the builds and tactics changed.
Edited by Void Angel, 11 January 2017 - 12:44 PM.
#475
Posted 13 January 2017 - 11:51 AM
It's rare to see this - or even the Atlas itself - much anymore, but it was a fun, classic moment.
#476
Posted 15 January 2017 - 03:16 AM
It's kind of hard to use a mid range 6 U-AC/5 Dire Wolf when you invariably get targeted and then torn apart by swarms of LRM15s and 20s.
Most of my short range brawlers now include at least one ERLL for all the games where I don't get to brawl. (My 6 SRM6 1 ERLL Linebacker for example.)
#477
Posted 15 January 2017 - 05:21 AM
I wouldn't go that far in a MAD DOG which has 50% more free weapon tonnage
#478
Posted 15 January 2017 - 11:11 PM
Arkama, on 15 January 2017 - 03:16 AM, said:
It's kind of hard to use a mid range 6 U-AC/5 Dire Wolf when you invariably get targeted and then torn apart by swarms of LRM15s and 20s.
Most of my short range brawlers now include at least one ERLL for all the games where I don't get to brawl. (My 6 SRM6 1 ERLL Linebacker for example.)
Map selection depends heavily on what time of day you're playing, as well as whether or not you're on a weekend. Polar Highlands is often selected by people who don't understand it and prefer long-range sniping builds. However, Polar is designed to reward mobility and maneuver - no matter what piece of cover the enemy is camping behind, there is a covered and concealed route to get behind it.
You shouldn't bother with an ERLL on your Linebacker, because it's fast enough to make full use of that mobility. Just bide your time, probe the edges of the field, kill targets of opportunity, provide information to your team - and wreck people with your brawling build once the range inevitably closes.
Edited by Void Angel, 15 January 2017 - 11:11 PM.
#479
Posted 15 January 2017 - 11:19 PM
Keshav Murali, on 15 January 2017 - 05:21 AM, said:
I wouldn't go that far in a MAD DOG which has 50% more free weapon tonnage
He can do it, but he has to skip Artemis or pack a massively inadequate ammunition load Heck, he's only got 4 tons without Artemis. Another reason not to use the ER Large.
The best reason is that it mixes two radically different weapon types on a weight-restricted chassis.
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