

Based on the health remaining on that ship, you should have been shooting it too.
Yeah, because two sharpshooters and a predator are going to be able to take on multiple Heavy class Mechs. All which are sitting on and behind the AA. Can't exactly snipe them behind walls now can they?
I dunno the specifics regarding that match, but from that pic those two reapers and that infiltrator are doing the right thing by shooting that ship at that moment.Yeah, because two sharpshooters and a predator are going to be able to take on multiple Heavy class Mechs. All which are sitting on and behind the AA. Can't exactly snipe them behind walls now can they?
Edited by _incitatus, 20 August 2016 - 03:20 PM.
My team! Made me soo proud :3
On AWOL from Hawken until -deadline undisclosed-.
If you happen to play Mechwarrior Online and would like to hook up, you are welcome to find me there. Cheers.
I laugh at people who think they're playing siege correctly by constantly attacking AA.
The PC community is the red headed step child Reloaded never wanted but got saddled with when they married the PC community's mother.
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Shoutout to mah real Africans out there.
If the ship is low enough health, it may not be worth trying to take AA (you might die in the process, wasting a spawn and therefore time), wait for the missile to launch and then hit the ship. You might be better off finishing the ship off and then immediately scrambling for EU. The enemy team should know better than to keep holding AA at what looks like a middle-of-the-match scenario and be gathering EU or pushing enemy spawn to help distract you guys from dealing damage to the ship.
Siege is a little more complex than the basic "gather EU and attack AA and hold it and repeat" strategy, even though it works. Mindlessly throwing bodies at AA, an entrenched enemy defensive position with 4 people not attacking is not exactly a bright idea, particuarly when the ship's health is that low.
Guys... I know it is easy to jump into conclussions and beat Dingdong on the head, but you have not been part of the round.
Our setup was like that + predator + assault (Dingdong) + vanguard (me). Most of the game.
Enemy: 4 C class and 1 berseker or infiltrator providing cover + tech support.
Our team had 3 players above 2000 mmr, enemy had 5 (plus sotdqa who is really dangerous).
This photo was taken after we realised for the 2nd time that we attack uncoordinated and reapers + predator stay at the ramp near base most of the game. Pushing AA with 3 v 6 players with and against abovementioned mech staging is quite frustrating and close to pointless. We fought back decisively but ultimately got flanked or outgunned.
You all have been there, do say you were not.
Thumbs up for Dingdong and Robochick for sticking till the end.
On AWOL from Hawken until -deadline undisclosed-.
If you happen to play Mechwarrior Online and would like to hook up, you are welcome to find me there. Cheers.
Shooting the ship in the early game can be a good move, if you're under powered. At some point, the team will have to control the AA. Siege is a great game mode, not one tactic is going to be the only tactic. Teamwork is everything in siege, the teams that have it win. Don't be afraid to try different mechs each has a role to play, but too many light mechs, makes for a difficult match.
There is a right time for shooting the ship. Like, when the opposing team has established a firm hold on the AA and the ship is within firing range of mechs - if it becomes apparent that your team is not able to take the AA, it is not intelligent to just keep wasting time by fruitlessly throwing lives at it. A full team of players can shoot the ship down almost as fast as the AA - you just have to convince them all to actually do it. Although some YOLO players will never get on-board.
And because I've learned you have to qualify every single statement:
Yes, the best strategy is to definitely be trying to take and hold the AA. You should make that your priority on every ship launched and only abandon that strategy when the above becomes true.
Edited by StubbornPuppet, 22 August 2016 - 07:39 AM.
To be serious for a moment this is just a joke
I laugh at people who think they're playing siege correctly by constantly attacking AA.
Constantly? No. But staying at the back at spawn and not ever going for it at all? Yes. You will lose if your team does not contest the AA when a ship is in the air, that is a fact. Sat at spawn with a sharpshooter slowly chipping of the ship's health can only do so much good.
You can 'win' a round or two avoiding the AA, but you can't win the game
If you never control the AA, you'll never get your own ship through.
* But sometimes your team just needs a round to get in sync, so it's sometimes worth it
Edited by Charcoal, 24 August 2016 - 10:43 AM.
I will shoot the ship on the way to AA, at AA when not fighting and even if I have to fall back I will fling shots at the ship. AA is the priority but shooting the ship is always good if you can get away with it. Also sometimes launching your ship into theirs defensively will save your base enough for you to make a come back.
I find the best way to siege is be preemptive by doing things like having a full load ahead of time and leaving a bit early towards either collecting or dropping off. It seems timing and the MATH is what most dont seem to get.
It is the best mode imo
i wanna see an incin cool down his 5 teamates all firing rocketeers or something deadly endlessly
I find the best way to siege is be preemptive by doing things like having a full load ahead of time and leaving a bit early towards either collecting or dropping off. It seems timing and the MATH is what most dont seem to get.
It is the best mode imo
Yeah, totally true. A lot of new players wait at eu point at the start of the game till they fill up, while you actually need around 3x130~3x150. Letting your team know when leaving eu site about the amount of eu you are carrying back to base is very useful too. Gives your team around half of minute to act accordingly before the load makes it home.
On AWOL from Hawken until -deadline undisclosed-.
If you happen to play Mechwarrior Online and would like to hook up, you are welcome to find me there. Cheers.
Yeah, totally true. A lot of new players wait at eu point at the start of the game till they fill up, while you actually need around 3x130~3x150. Letting your team know when leaving eu site about the amount of eu you are carrying back to base is very useful too. Gives your team around half of minute to act accordingly before the load makes it home.
Or... there's those "I'm too good to deliver EU" players who are hanging out at the AA with a full tank of EU... and could have launched the ship when it was needed most. Nope, they'd rather play for a team of one, they'd rather rack up their personal KDR than actually help the team win. But, you know, I can hardly blame them... since the rewards for delivering EU (and just about every other task related to objectives in Siege and MA) are practically negligible.
To be serious for a moment this is just a joke
But, you know, I can hardly blame them... since the rewards for delivering EU (and just about every other task related to objectives in Siege and MA) are practically negligible.
Negligible? Isn't 200 EU worth 60 points? That's three 100% kills, right?
If those figures are accurate then I'd hardly consider that negligible. In siege matches where I think my team is doing a super fuzzy bunny job, I'll just start harvesting and delivering EU as much as I can because I don't expect to be able to pull off three 100% kills without allied backup in the same period of time. I don't do it for my team or my ship, because they're a lost cause already. Launching a ship is merely a side effect of my greed. At that point, it's all about Butt.
I also go wild when the battleship explodes over our base and flings little EU balls all over the place because that's free points. Everyone goes to a tree and I'm running around squatting over EU eggs like a kid on Easter.
Edited by TheButtSatisfier, 26 August 2016 - 11:58 AM.
Or... there's those "I'm too good to deliver EU" players who are hanging out at the AA with a full tank of EU... and could have launched the ship when it was needed most. Nope, they'd rather play for a team of one, they'd rather rack up their personal KDR than actually help the team win. But, you know, I can hardly blame them... since the rewards for delivering EU (and just about every other task related to objectives in Siege and MA) are practically negligible.
I like going against the best of any game I play. Helps you in the long run n motivates u to do more. Always room for improvement not failure

FIRST OFF WHAT THE FUZZ IS A "SHILL"
Edited by PsychedelicGrass, 26 August 2016 - 12:51 PM.
What's the big fuzzy bunnyng deal? Lots of amazing people have committed suicide, and they turned out alright.
I see that it's clear I just don't understand the mindset of the players I'm thinking of. All of you folks seem to have a great grasp on how to do it RIGHT. The people that bug me are NOT doing it like you guys - they are seemingly oblivious to the fact that they have full tanks... AND that the team really, really needs them to deliver instead of looking for kills.
I've even had a few where I type, "Player X, your tanks are full and we need you to deliver please." and they'll either ignore it or tell me to "get AIDS and die kid."
I suppose it's probably just boring for them or something. Being on the front line of a match is more exciting than doing the grunt-work that actually wins it.
And Buttsatisfier, I don't know what the figures are for points on EU delivery and the other objectives like Capturing and Holding a Silo in MA, any more. I know the rewards for working objectives was discussed at great length many times on the old forum and I used to know what they were. I also know that it was popular opinion, at the time, that things like "Delivering EU", "Launching a ship" and "Capturing a Silo" were rewarded very poorly - as in their weight in what it took to win the match were not equal to the points given to achieve a top score for the podium. And people like myself also felt that there needed to be points awarded for things like "Actually being in the AA while a ship was in the air" and "holding the silo".
If your point number are right, that's not bad... but I still think it could be a bit better - as incentivizing the things players 'should' be doing is a good thing.
Also, I do the same as you with collecting the EU that falls from the ship. I am often baffled by all the players who will run right past all that booty, on their way to the EU Station. It's the very reason they have the ship drop EU in the first place - to help a team more quickly recover from what was certainly a big hurt. To ignore it is to seemingly want to keep losing.
To be serious for a moment this is just a joke
I like going against the best of any game I play. Helps you in the long run n motivates u to do more. Always room for improvement not failure

FIRST OFF WHAT THE FUZZ IS A "SHILL"
Well, just look at the success that blackwargreymon has when he issues commands in a siege match.
Just saying, I have never seen him play siege, but I still gave you a like as I see you as the new leader of our gang.
Festivals end, as festivals must
You can see the effect that completing objectives has on your score much better on longer matches, and in situations where objectives aren't shared equally by the team.
In shorter, more "slaughter" like matches of MA or siege, the effect of being objective isn't as apparent as it is in matches where two teams are playing a constant tug-o-war. I remember seeing 5 digit scores back in the days of old siege. Then again after ascension the typical score was decimated so you rarely see over 4 digit scores ever now a days.
That's mostly in Pubs though. The few games I have been in where everyone is organized and has mic communication have been much more even score wise than in the average pub game because more people both understand the nuances and pulls their own weight.
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