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  1. #1
    Player
    BubblyBoar's Avatar
    Join Date
    Aug 2013
    Posts
    605
    Character
    Xyno Edajos
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90

    Rival Wings Balance Strat

    Just as a point, this is mostly for discussing this specific strategy and a sort of...template for future strategy discussions. Given the PUG nature of Rival Wings, I don't expect anything of these to become mainstream anytime soon, if at all. Pretty much a copy/paste from my reddit topic.

    **Balance Strat**

    This is a basic strategy and probably not the best. But it is one to work off of and makes assigning parties and players to something simple. Think of it as a gateway drug to other group strategies. I'm no expert in MOBAs, so I may be a complete fool, but that's why this is a discussion. There are definitely flaws in this strategy, but the point is that it is better than disorganized PUGs most of the time. We all what that mount right?

    **Phase 1:** Probably the most basic and obvious thing. Rush the mid. I know some metas are moving away from the initial mid fight and that's fine. The goal here is to claim the gen and the caves. Each party should send one person down into caves to collect and clear out the opposition while the mid-fight is going on. Ravens have an advantage over the gen while falcons have an advantage on the caves, so plan around this accordingly.

    **Phase 2:** This is the rest. Once the mid settles down, this is where the alliance splits and each does their thing. There are 4-5 types of roles here. Lane parties, Mid Party, Assassins, and defenders.

    **Lane Parties** - Each party, one for each lane, goes to their lane to push forward in it. Their goal is to get mammets to the towers and prevent their lane from getting pushed closer to their tower. Killing mammets and collecting the edge tanks (at south and north points) is how these parties will gather CE for their mechs. Theoretically, I want to say the best comp for this party are 2 healers and 2 tanks. KIlling players aren't your goal here, just the mammets. With this comp, you can ignore the dmg from players and focus entirely on that. A retreat is also easier for them.

    **Mid Party** - This party's task is simple. Hold the mid. This means both the caves and the gen. There will undoubtedly be attempts on the gen that must be protected. Likewise, this party along with one of the defenders (or both) would be trying to take the mid back when needed. Most importantly of all, however, is control of the caves. The gen is cool and all, but this party is also responsible for keeping the caves clear. Lastly, if there are no attempts in the mid, they absolutely should help out lanes with parties close to the mid, or be taking out stealthpressors trying to sneak through the mid. The comp that's popular for this party is a set of 3-4 healers.

    **Assassin Party** - This party does one thing and one thing only, kill mechs. The run around the map, making a beeline for mechs to murder them as fast as possible. If there are no mechs up, they can do whatever, but if there is ever a mech on the field, they should be murdering it. In contrast to the rest of the alliance, assassins should be killing chasers before oppressors. Why? Ideally, your Lane and Defender parties will be butting heads with the opposing team and their oppressors. So the assassins take out the biggest threat to them, the chasers. With chasers down and the team busy, the assassins to wreck oppressors as well. Obviously, if an oppressor has made it past the midway point of a lane ( it shouldn't get that far; do your job assassins!) then the oppressor takes priority. This comp should have 3-4 DPS depending on if they want a healer for survivability.

    **Defenders** - Lastly, the defenders are basically the flex parties. The escort oppressors and push back against advancing teams. If a lane is getting pushed heavily, they bolster those lanes. If the mid is being overrun, they help defend or take it back. Defenders move around as needed and respond to the calls for help from the other parties.



    **What about Brute Justice?**

    Basically, straight stop using oppressors and go in a team of 6 chasers. As 6 chasers, a BJ should drop quick. This support from the defenders and lane parties the BJ is in to take it down ASAP. If a BJ is out and alive, there should be no oppressors up. That BJ is the most important target!




    **What else?**

    I dunno, that's the point of this topic. Dicuss this strategy. With no other strtegy out there, I think this is a good starting point before more specialized and successful strategy come about. This this obviously flawed in some ways, but it'll definitely destroy the alliances out there now, the disorganized PUGs.
    (2)

  2. #2
    Player
    HaoNam's Avatar
    Join Date
    Jan 2017
    Posts
    36
    Character
    Hao Nam
    World
    Excalibur
    Main Class
    Miner Lv 90
    Phase 1: There are three paths. All viable.
    1) Like you said, rush the middle.
    2) Kill mammets on either lane.
    3) Go pick up CE from north or south.

    Each path has its own strategy afterwards.
    (0)

  3. #3
    Player
    uvuvwevwevweonyetenyevweugwemu's Avatar
    Join Date
    Dec 2016
    Posts
    408
    Character
    Pa Lin'guine
    World
    Siren
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by BubblyBoar View Post
    **What about Brute Justice?**

    Basically, straight stop using oppressors and go in a team of 6 chasers. As 6 chasers, a BJ should drop quick. This support from the defenders and lane parties the BJ is in to take it down ASAP. If a BJ is out and alive, there should be no oppressors up. That BJ is the most important target!
    The biggest mistake people made is treating it like the most important the moment it appears. BJ is at best a good bait if it has many escorts, and second biggest mistake is having people trapped in that bridge. Best strategy is to pinch them (BJ and escorts), but priority should be the escorts healers for chasers. Foot soldiers can clean the escorts -then- the chasers can go for the BJ.
    (0)

  4. #4
    Player
    BubblyBoar's Avatar
    Join Date
    Aug 2013
    Posts
    605
    Character
    Xyno Edajos
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    This is absolutely false. BJ will wreck you if you leave it alive. Escorts and mech can come back plenty fast. 6 Chasers can kill a BJ in about 15 seconds. BJ only had 150k HP and each chaser does an instant 6k cone attack. That's 36k a GCD. They cant be stunned and they cnadance around a BJ without it being able to do anything at all. The escorts can maybe kill one or two chasers, but that BJ will be done for.
    (2)
    Last edited by BubblyBoar; 11-30-2017 at 09:44 PM.

  5. #5
    Player
    HaoNam's Avatar
    Join Date
    Jan 2017
    Posts
    36
    Character
    Hao Nam
    World
    Excalibur
    Main Class
    Miner Lv 90
    I agree with BubblyBoar. Brute Justice is crazy scary if you leave it roaming around freely and not focus attack it. However, when I play as one I try to protect it as much as I can, so that it will be out in the field (intimidation) and do the most damage to the opposing side.

    My game plays as a Brute Justice.
    Stay behind DPS/Chasers lines. I always ask my alliance to form three lines when we push. First line makes up of DPS/Healers in the front. Second line makes up of Oppressors and/or Chasers to back up DPS and avoid range damage since mech cannot be healed. Third line is reserved for Brute Justice.

    Why did I put the Brute Justice on the third line?
    It has the biggest area of coverage in term of range. It does not need to be in the front to get its health zerged. Beam and Flamethrower will wretch anything in front.

    A good player on a Brute Justice needs to be observance and anticipate incoming attacks/harassment of foot soldiers dps. It applies to other mech as well.
    (0)