OldeWolfe

Posts: 2,070
Joined: Aug 2007
Reputation: 37
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02-21-2014 03:16 PM |
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ThePlaneswalker
   
Posts: 53
Joined: Aug 2012
Reputation: 0
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RE: Mixer Reunion...
Everything rings true for me.. I'm glad we finally set up some boundaries.
I really like Erf's post about captains taking more control in strategery. I've always loved to do that when I've captained.. mix it up, do some really interesting maneouvers to screw with the enemy's mind.. make it different than the same old routine. For me the captain would play a midfield soldier, so he can see both bases most of the time, and join in on a chase or protect in either direction.
Some fun tactics to try -
blitz (after a reset, all the O goes in at once, or in a standoff, the carrier goes and hides and the entire rest of the team goes on O for a quicker return)
Lightning O - send all the O on their run as lights then they change out armors near enemy base, attempting to quickly regain control of enemy base before the defense recoups from the last encounter (when enemy D is building up too much/repairing everything)
inf llama tosser - if your D needs more help, then you just have 2 O for a surprise - the inf grabs and tosses the flag to a predetermined point, capper swoops in on it far away from where the enemy D is expecting him.
Relay - when you find your capper is getting cut down and cant limp home, once your clearers do their job they K out and convert to relay runners, spacing out along the cappers return route and pass it along until its home. Gravbikes could be involved for more speed.
Popup defense - if spamming is trouble, trick enemy by hiding around the base but off the flagstand, keep good watch; hop out and bitchsmack the surprised capper
Technical tech - if enemy capper is too fast with specific routes, give your tech a workout of his devices; guage the common inbound cap routes, have him put the turrets and motion sensors along those routes (only around the base). Oh and always keep the sensor up!
outflank - would take some good observation and staying alive.. basically find out where the enemy team goes on the map, kill them repeatedly in the field and advance to their base such that they never make it to your base (hard)
Synchronized spam - have your O juggs precisely aim and fire mortars all at the same time (and only once) to obliterate the flagstand D moments before the capper is due to grab (requires the players to have already found perches where they know a certain mark on the reticule will definitely hit)
In general here, Do Things That Surprise The Enemy, Coordinate player movement and group effort more, and Use precise timing
Crazy if not OP ways to shake things up:
"bomber" runs - fly a jugg on top of a slow shrike for some aerial bombardment
race mod - use gravcycle exclusively for capping (both approach and getaway)
D-Day - send a tank (driver has Pilot, gunner has Mechanic) complete with a heavily armed escort crew
Kamikaze - shrike pilot with sticky grenades or clusters dives straight down from above to crash shrike into enemy defense, dropping grenades as he ejects shortly before impact (the parts flying + smoke provide great visual disruption)
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03-01-2014 11:08 PM |
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