CW B33f Zerg style

Thread in 'MechWarrior Online' started by Remarius, Dec 12, 2014.

  1. Remarius

    Remarius Star Lord

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    RIP CW until patched looks like....

     
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  2. LT Satisfactory

    LT Satisfactory Benefactor

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    I heard rumors of this, then I saw the vid from reddit. I really hope people find that it isn't 'fun' to play this way and instead play 'typically' this weekend for the challenge. If not...ffs. It's not that much money or gxp anyway.

    The thing is, they really can't have more turrents or greater health because then it's impossible to win that way without destroying 48 mechs and the defenders will just camp base.

    Edit: was just informed, match score > 80 is what gives you the points so it wouldn't be for the weekend challenge win, only for the trololol this weekend, but every night after Tuesday...
     
    Last edited: Dec 12, 2014
  3. SAI Peregrinus

    SAI Peregrinus Advanced Member

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    I've been on the receiving end of this, though with a more varied force mix. victors led the way, with some cataphracts, catapults, a few shadowhawks, etc. Every mech had jumpjets.

    We actually wiped out the first wave, but the base was at about 3% at that time, So we lost on the second wave. It certainly seems that with four mechs per player the optimal strategy is to simply ignore enemy mechs and kill only the base.
     
  4. Remarius

    Remarius Star Lord

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    Well could just move a blast control for the gun away from the gun itself so you had to hit two locations. Would that stop a team with 44 Firestarters and 4 ECM Spiders though?
     
  5. don Zappo

    don Zappo Advanced Member

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    Ah, CW, what a beautiful, beautiful mess you are.
     
  6. SAI Peregrinus

    SAI Peregrinus Advanced Member

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    Well, ECM Spiders are 30 tons, so you can't actually get them and 44 FS9s. But you can have Raven 3Ls or 3 ECM Spiders and a Shadowhawk...
     
  7. Remarius

    Remarius Star Lord

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    Has to be jump capable - they ran 2 SDR-5D's, 1 Jenner and 9 Firestarters. I guess each Spider pilot just had one mech that was slightly heavier in their 4.
     
  8. Gasboy

    Gasboy Advanced Member

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    We've been running 3 Jenners/Firestarters plus 1 other mech. Jump capability is required for the first two lights, it allows you to jump the gates whether attacking or defending.

    While attacking, you jump the wall, with your company putting shots into the turret, generator and second turret as you go over. Blitz the orbital cannon en masse. If they defend well and kill you all, load up your next light and do it again. It shouldn't take more than two waves. It works with anything mobile and preferably jump capable, Gman and SJR are doing it in a mixed group of Timberwolves, Hellbringers, Kit Foxes and Stormcrows. Takes them twice as long (~4 minutes as opposed to ~2), but they are consistently successful.

    While defending, if you jump over the gate right from the start, you can catch parts of their composition out of position and cut them down. Legs are the only legitimate target. Don't stray too far from the gate, watch out for the dropships, and keep together in a wolfpack. Retreat back to the other side of the gate to consolidate and evaluate. Lather, rinse, repeat until victory or death.
     
  9. LT Satisfactory

    LT Satisfactory Benefactor

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    lol, sounds like a fucking nightmare, Gasboy. I would say 'so much effort wasted by pgi' but I'm really not sure how much effort this debacle really took to program. I just hope they fix my solo queue so I can quietly forget cw ever existed.
     
  10. Gasboy

    Gasboy Advanced Member

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    The first time you run into it? Yeah, it sucks. But after you've come up against it a few times, you should be able to formulate defences. We have run into groups who have shut us down while we were attacking, and owned us while we were defending. The vast majority of the time, the difference between winning and losing is pure discipline. Stray off track and you get owned.

    I think the whole 12 lights blitz attack is simply just new, and hardly anyone has experienced it. Once that shock wears off, the shine will come off this strategy.

    EDIT: I hope PGI doesn't do much, if any, adjustments to counter this strategy. It is beatable, people just need to work it out. CW is new to everyone still, and the meta that exists in random drops and organized tournaments does not work.
     
  11. LT Satisfactory

    LT Satisfactory Benefactor

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    finally played 4 defender games. It can be fun, I'll give you that, but it's too hard on the attackers. I played solo and was in (and faced against) anything from complete solos, to 2-4mans to a 10 man and defenders won easily each time.

    If CW is just supposed to be serious business, they should bring invasion game mode to solo/group queue or allow a way for non 12man attackers to be at least a little more on an even playing field with defenders.
     
  12. Remarius

    Remarius Star Lord

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    Attacking was always going to be harder as defending is what we know - a straight kill fest. As people get used to the fact that killing the mechs isn't their goal things will change. We just won 7 matches in a row and had no large groups, attack and defence. Before that we lost 3 badly of course but I'm trying to remember the good ;)
     
  13. Gasboy

    Gasboy Advanced Member

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    Zerg defence evolving.



    Admittedly it was only the first wave, and they got roughly halfway through the generator anyways. The last call their drop lead made, defending in the grid squares ahead of the cannon, might be the optimal decision.

    I think the best defence is a firm command and a quick response by your team.

    It appears that arty and airstrikes do not damage the cannon. Also, the generator is not solid, and if you jump up there you could get stuck.
     
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  14. SAI Peregrinus

    SAI Peregrinus Advanced Member

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    The defenders can't damage the generators for the gates or cannon at all. The attackers' arty/strikes do seem to work.
     
  15. Gasboy

    Gasboy Advanced Member

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    On the turrets and generators, attacker's arty and airstrikes work. But not the cannon.
     
  16. Motörhead

    Motörhead Benefactor

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    Was not esecuted as good as the B33f video, anyway, they took out more then half life as you said.

    Now the problem is stopping other 3 waves :D

    On the clan side, one could pack some SSRM30 crows, 2 alpha usually kill and IS light and they are fast enough. But on IS side there's no such thing.
     
  17. Gasboy

    Gasboy Advanced Member

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    Cattra Kell's guys have basically got it, they were able to smash our light group twice tonight. Shimmering Sword's a good shot by the by. In our defence we were only 8 at this point, the four random dudes didn't have the same drop decks and seemed adverse to our aggressive defence.

    I think the zerg rush's days are numbered now.
     
  18. Durandal

    Durandal Min-Max Maniac

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    Even in PUGs, a lot of people are starting to hang back with heavy/assault mechs at first until we know for sure that it's not a zerg. Did this vs a 12 man, who didn't zerg, but if they had it would have been a very unfortunate rush for them since we had a LOT of hate waiting at the base for them.
     
  19. Gasboy

    Gasboy Advanced Member

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    Yeah, after the first push and retreat in the first game, we changed up the tactics a bit. A lot more peeking and double checking, and more willingness to wait.

    But there are some changes coming to counter the counter, so to speak.

    The shock of 12 lights attacking aggressively is going to wear off pretty soon. I do wonder if people have been doing 12 Timber pushes up in clan territory.
     
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