#1
Posted June 12 2013 - 06:24 PM
#2
Posted June 12 2013 - 06:30 PM
Simple, I think
Someone important said:
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#3
Posted June 12 2013 - 06:32 PM
#4
Posted June 12 2013 - 06:35 PM
― Aristotle
#5
Posted June 12 2013 - 06:43 PM
FussyBadger, on June 12 2013 - 06:32 PM, said:
I think I may have been there as well. I remember entering a siege match where my team wasn't doing too well and helping to turn it around with my Infiltrator, then winning the match.
Edited by tease_it, June 12 2013 - 06:44 PM.
#6
Posted June 12 2013 - 07:43 PM
#7
Posted June 13 2013 - 01:06 AM
@Topic: Yea it bugs me alot, just seeing ahhh well win they only have 200 hp left then bam they somehow work together and take over dat AA and we lose. Ermagherd. its like a countermeasure. but when im on losing team ooohhhh no this doesnt happen.
#8
Posted June 13 2013 - 10:19 AM
Edited by Alastor_Crow, June 13 2013 - 10:20 AM.
#9
Posted June 13 2013 - 06:21 PM
#10
Posted June 13 2013 - 06:46 PM
#11
Posted June 13 2013 - 08:12 PM
i've had 3000 points, and went down to 0, while they were at 100 points left.
these types of flops really hurt my head.
just a simple coordination and timing can change the whole thing. since i know random pubs like myself and everyone can't work together all the time, it's bound to happen.
#12
Posted June 13 2013 - 08:15 PM
a few simple things to note...
when your base has 125 energy left, have the entire team go straight for the AA, and let that lone mech transfer the energy. have all the mechs at middle and control the middle before it goes to 0, at the least, it'll guarantee some safety...
when ur ship dies, and they have 200 energy.... just focus in the AA area, so when they launch the ship, u will instantly destroy it, while they are just flopping to get to the AA ater launching the ship.
or just have a player of my low calibur (infiltrator) camp the AA and kill everyone there.
#13
Posted June 14 2013 - 03:53 AM
#14
Posted June 14 2013 - 04:29 AM
Abbera, if you find yourself in another situation like this, I think your best bet is to rally your team (hopefully you have a mic to ease this process), and encourage them to surround the AA. Send the Infiltrators behind the AA to do what they do best, and get a couple Brawlers to lead the forward charge. A grenadier would be helpful for spamming enemies out of the underside of the AA, and you should try to encourage anyone who's sniping to actually get inside the AA radius. Granted, something like this is not easy unless you're in constant communication with a cooperative team (not many people will accept leadership from a stranger), but hopefully the party system will make this easier and more interesting. I would love to see a team working together like this, not just picking whatever mech they want to level up at the time, but using the mechs they own and their piloting skills to coordinate great offensive/defensive strategies. It may be annoying and exploitative most of the time, but the shield spam is a close example to this. Not just laying down a shield on the ground, but putting it on a teammate and having them lead the charge into the AA, sort of like an impromptu tactical insertion.
That's all the advice I have for now. Hope it helps.
Edited by tease_it, June 14 2013 - 04:31 AM.
#15
Posted June 14 2013 - 04:42 AM
#16
Posted June 14 2013 - 04:54 AM
tease_it, on June 14 2013 - 04:29 AM, said:
#17
Posted June 14 2013 - 07:18 AM
David Webster, E company, Holland, 1945
#18
Posted June 14 2013 - 07:26 AM
Wondrz, on June 14 2013 - 04:54 AM, said:
tease_it, on June 14 2013 - 04:29 AM, said:
Lots of people do as I say in siege... I guess playing my 25 brawler helps earn respect, but when I get in a game with a team that listens and types return input, we usually win... The key is logic... Say you have a tech, obviously put him with some c classes, have the a classes flank, heck Make a sniper flank. If I get a decent team and they listen we can be u stoppable
David Webster, E company, Holland, 1945
#19
Posted June 14 2013 - 02:07 PM
Energy for ship counts down by itself. All ships launched by the opponent will be killed by aa missiles before it does one point of damage to the base. Eventually, the ship for the team in aa will launch and since the other team does not hold aa it will do damage to the base. With enough of these time launched ships, the team in aa wins. You don't even need one mech delivering energy, but it would make for a very long game.
So who gets more experience_ Ship launch team gets 700 experience for launching a ship. AA team gets time experience for being in AA while ship is in flight times 6 mechs in AA. They also get experience for destroying a ship. I think the team in AA even gets more experience. Bottom line, energy is a distraction that shortens the game. Holding AA yields the greatest experience and wins the game.
If you go away from the extreme game, and let the team launching ships try to get aa, offensive efforts are costly. They will lose a great number of mechs trying to take the aa. If the team in AA stands its ground, it will kill many more mechs than it will lose and they will make out like bandits on xp.
Edited by Abbera, June 14 2013 - 02:16 PM.
#20
Posted June 14 2013 - 02:20 PM
angryhampster, on June 13 2013 - 08:15 PM, said:
a few simple things to note...
when your base has 125 energy left, have the entire team go straight for the AA, and let that lone mech transfer the energy. have all the mechs at middle and control the middle before it goes to 0, at the least, it'll guarantee some safety...
when ur ship dies, and they have 200 energy.... just focus in the AA area, so when they launch the ship, u will instantly destroy it, while they are just flopping to get to the AA ater launching the ship.
or just have a player of my low calibur (infiltrator) camp the AA and kill everyone there.
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