ThomasMarik, on 13 February 2013 - 06:14 AM, said:
So your inability to create a cohesive defense is somehow our problem? Maybe instead of marching the 8 atlas doom patrol out you might leave a couple back to defend so you can at least delay a rush for the doom patrol to turn around? Alternatively you might try running a few lights yourself so you can respond faster. Maybe watch the avenues of approach as you move up so you aren't surprised when you start getting capped?
Capping is a method of winning the game. From the sound of it you've been staring at the defeat screen often enough one would think you would have figured that out by now.
Wow. Where to start on this one.
First, I don't hate the cap mechanism. With that said....
Okay; when did PUG drops get to start crafting their 8 drop? Sure, in 8 vs 8 fight. But 99% of us don't play those. We control, at best, 4 of the mechs. So, I'm not exactly sure how you you can get some arrogantly angry at players for not better planning their full drop loadout. If I'm missing something, let me know. Lord knows I would love to be able to weed out some of the mechs I end up with on my team.
Second. Outside of 8 vs 8; if one team has an "8 Atlas Doom Patrol"... your team has 8 assaults as well. So, again, missing how this anger is suppose to be directed.
Now. Mounting a good defense. This is a valid topic of discussion!
Numbers win in most fights. Yes, yes. Before you start thumping your chest and typing down your own autobiographical Norse Epic worthy of the skalds of Valhalla about the time <enter bad-*** moment here>; I'm talking in macro here. Game theory. The bell curve and all that. I'm perfectly sure you have never lost and once held off a Steiner Scout Lance with a Savannah Master. If only all of us could be so good, this wouldn't be an issue. Unfortunately, we are not all as good as you.
So, for the rest of us: numbers generally decide an engagement. The greater the disparity of numbers, the more decisive the outcome. By leaving a defensive force behind means that you have split your force. If the enemy has not, likewise, split their force, you have opened yourself up to be defeated piecemeal. For instance, if my team leaves 4 mechs to defend the base and the enemy force rolls the tunnel and comes pouring out with 7 or 8 mechs the defenders will rarely stand a chance. Even if they are assaults, they will be ground up in less than a minute against a solid attack force. Even if the other 4 mechs rush back, if they are far enough away, even most medium mechs will not make it back in time to prevent the defenders from being pounded down to combat ineffective status.
Or, the enemy pushes up the middle and engages your forward force and the same thing happens.
If you have a full 8 man team that knows what they are about, has coordinated their builds, and is in VOIP communications you might have a chance to pull off 2 forces operating outside of direct support of each other against a team that is keeping all 8 mechs in on grouping. Especially against a loose 8 man group of PUGs that are just following the herd.
How this normally works in a normal PUG round is one team forms around a 4 (or more!) man group and they all move to take the base. The other team then has a choice
if they pick up on it.
- Rally up and take them head on. Purely a factor of who you have on your PUG team. Good luck
- Split your force. One force attempts to buy time; the other (maybe) goes after their base.
- Rush their base and try to beat them; hope someone has a cap accelerator.
In each and every case, the odds are very much with the team that is rolling all 8 mechs in one group.
The other case is where a single or pair of light mech rushes back and grabs the cap. This is largely a distraction effort to... wait for it... make the other side split their force. To get a chump Atlas to run back and leave the group; or something similar. In this case, it is hit or miss if your team has a smart pilot in a fast mech that can respond and save the round. To often, I have had to be that chump Atlas simply due to the fact that all my teams fast mechs can't be bothered and my other choice was to just lose.
Assault works okay when it is PUG v PUG. Or 8 v 8. When the two mix, the whole system falls apart and it sucks. Then again, that is the case regardless of the rules. The 8 man team is going to win. Unfortunately, the 8man crowd (or, at least the loud ones among them) like to take this as an opportunity to strut around and look down on people. I guess they need it. Not all the 8man guys; just the bravos that need attention.
So, most of the player base is completely powerless to really alter the outcome of a base rush against them. They can get lucky! Or they could be a light pilot and be do rapid response. Most lights have rushed out to the far corners, though. Or are attempting to cap rush themselves. Meaning us slower guys are left at the mercy of fate. Which is always something that produces frustration in the best of us.