Dispelling the myth of the "defensive" titan placement

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  • dontsh000t

    #16
    Originally posted by TheDesert_Fox
    The best way to counter a defensive titan is to move your own titan over to it and pod on while your shields are most likely still intact.

    That way when the enemy transports fly out to regain a silo you kill it with your titan AA before it reaches the silos.

    Plus, your people pod on and own.
    that would be a kind of baserape actually... if you have AA guns stopping the planes and ground guns stopping the vehicles =D

    EDIT: oh yeah, pods.

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    • [-NM-]-SS-

      #17
      Originally posted by Biotech2142
      When I was aiming to achieve the WCR, I always moved the titan in a position where the guns could attack/defend the most important silo(s) while we could pod to at least 3 silos.

      The best defense is to position the titan where you can deny and slow the enemy in taking the silos: because your shields will be around 50% most of the time when the enemy shields are down.

      With this tactic, I had a w/l ratio of 3:1 back then.
      Exactly.

      Comment

      • GrossKopf
        Member
        • Jun 2005
        • 1180

        #18
        I thought that since all the lag problems that were associated with titan movement, the majority of servers have locked down the titan, as we did on the FLOT server.

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        • Zarious
          Member
          • Nov 2006
          • 187

          #19
          Originally posted by Diamond621
          I don't necessarily fully agree with your analysis in all places, but our conclusions are ultimately the same in that the defensive placement is very frequently a poor strategy.

          Ultimately, the tactical advantage of the Titan ground guns is simply too extreme from my perspective, and the Commander who willingly relieves his team of this incredibly powerful option deserves to lose the round. This fact trumps any potential advantage to be gained from a defensive placement and also dwarfs all the other reasons NOT to use defensive placement. It's simply an argument ender.

          Refusal to use a weapon at your disposal is another weapon in the hands of your enemy.

          Thanks for the post - it's about time more Commanders became more thoughtful about Titan placement.
          While the titan guns are powerful and quite annoying to the enemy, IMHO the ability to pod into silos is what ultimately gives the advantage to a good titan position. The ability to be at the majority of the silos on the map within 30 seconds or less of dieing is a huge advantage for the team that has good titan placement.

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          • Catziggy
            Member
            • Aug 2007
            • 505

            #20
            Originally posted by GrossKopf
            I thought that since all the lag problems that were associated with titan movement, the majority of servers have locked down the titan, as we did on the FLOT server.

            Whats the average high score of parked no movement titan servers?

            Whats the average score of titans 200m apart in the centre of the battlefield.

            Nuff said

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            • TheDesert_Fox

              #21
              Originally posted by dontsh000t
              that would be a kind of baserape actually... if you have AA guns stopping the planes and ground guns stopping the vehicles =D

              EDIT: oh yeah, pods.
              And?

              Baseraping noobs who try and be asshats by placing their titan out there to slow down their loss deserve a good baserape.

              That way, aircraft get killed by titan AA, and people podding down get owned by the ground facing titan guns.

              Just wait for them silos to kill off the titan. Attacking their titan would be suicide as everyone with a brain on that team would be defending it.

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              • tuco

                #22
                That would be us :) and we retired, we weren't kicked.
                for a master tactition ur a bit slow? everyone else seem to know i was pointing the finger:laugh:

                Comment

                • Biotech2142

                  #23
                  Suez Canal geography, silos placement and lack of AA is an intended design for movable titans.

                  When the titans move over that map, the round last long and traveling in air vehicles is very unsafe due the titan pods unlike when you have still titans: gunships and transport of doom will rule and rape.

                  Comment

                  • Diamond621

                    #24
                    Originally posted by Zarious
                    While the titan guns are powerful and quite annoying to the enemy, IMHO the ability to pod into silos is what ultimately gives the advantage to a good titan position. The ability to be at the majority of the silos on the map within 30 seconds or less of dieing is a huge advantage for the team that has good titan placement.
                    True, but through another way of looking things, there is no need to pod to silos constantly if you can keep them from being lost in the first place. With good Titan gunners, absolutely nothing can hide. Armour, infantry, low-flying aircraft - absolutely nothing can escape the grip of those guns - cover is only marginally effective and ADS only delays the inevitable for an insufficient period of time to get a capture.

                    This frees up your infantry squads to attack the enemy Titan directly, forcing the enemy into an overdefensive loop and further solidifying your hold on the silo game.

                    Both are valid advantages to offensive Titan placement though, and you make a good point. Cheers.

                    Personally, I have always been interested in the various tactical options available for teams after the Titan shields go down in larger-scale games. While this wouldn't really apply to competition play, the split of a team between silo work, defense and offense is frequently a deciding factor, as much or more than Titan placement. Strategies like strong feint attacks to quickly decimate consoles 1 and 2 and then an immediate return to silo work can force the enemy into overdefending their Titan, which makes you able to hold silos for an easy win. Experiments with pure defensive strategies with no direct Titan offense, and offensive strategies like all-out attacks to force the enemy to commit significant manpower to defense at the expense of silos are always interesting to see, and provide varied results depending on the size of the game and the situation.

                    Coupled with a defensive placement, some of these might actually work well in larger games.

                    Comment

                    • darkroom0716

                      #25
                      i think its good as long as you have a squad member/leader in one of the guns, just the other day, i had that, and i was at a silo that was guarded by PAC, i just pressed V, and said "i need shells on silo 1", and thus, shells. (far more effective than an orbital strike)
                      i felt cool when the shells actually came down and killed people lol

                      Comment

                      • CussCuss

                        #26
                        Originally posted by Diamond621
                        True, but through another way of looking things, there is no need to pod to silos constantly if you can keep them from being lost in the first place. With good Titan gunners, absolutely nothing can hide. Armour, infantry, low-flying aircraft - absolutely nothing can escape the grip of those guns - cover is only marginally effective and ADS only delays the inevitable for an insufficient period of time to get a capture.
                        This is why im leaning towards servers with locked titans at the moment, it just kills the gameplay when 3-4 silos can be raped with the ground cannons. They need to be nerfed a bit in this respect.

                        Comment

                        • Raidyr

                          #27
                          Originally posted by CussCuss
                          This is why im leaning towards servers with locked titans at the moment, it just kills the gameplay when 3-4 silos can be raped with the ground cannons. They need to be nerfed a bit in this respect.
                          This can only happen on about half the maps, and even then, they are hardly "locked down".

                          Not to mention, you know, they are floating fortresses in the sky.

                          Comment

                          • Tetris L

                            #28
                            I agree 100% that defensive titan placement will never save an otherwise inferior team. You may delay your defeat, but you will not prevent it. Therefore, placing the titan away from the action is generally not a good idea.

                            But I think that a placement in the very center of the map is not good either. Yes, from here you can pod to all silos, and fire the ground canons towards all silos, but also the enemy can pod onto the titan from all directions, and the ground AA canons can hit you from all directions. And the enemy commander probably moved his titan to the map center too, so the enemy can easily pod over, without even having to use APCs or air transports. This makes it nigh impossible to establish an effective defense outside the cargo bay. You're effectively giving up your first line of defense, which are your ground and AA cannons. In the center of the map you can keep 5+ team members busy / occupied repairing titan guns (which isn't helping your team much, only giving the enemy nice free Titan Destruction Pins), yet they won't be able to prevent the enemy from boarding your titan.

                            When I command in titan mode I prefer to place my titan such that it is in canon reach of 2 silos, preferable such that 1 of the 2 can be hit by 2 of my ground canons and the other one hit by the other 2. The pods reach further than the canons, so my team can often reach a 3rd silo with pods. With such placement, two skilled titan gunners can usually hold 2 silos under suppressive fire, destroy any approaching APC or gunship, destroy any ground AA and keep the guns in working state. And if an enemy squad leader puts down a beacon on top of my titan I'll personally pod out and destroy it. This way you have an effective first line of defense with only 2 people occupied.

                            That said, again, if your team is inferior you're going to lose regardless of titan placement. If the enemy titan shield is up much longer than your own the enemy commander will simply move his titan close to your titan to allow his team to pod over, so your first line of defense is void.

                            Originally posted by CussCuss
                            This is why im leaning towards servers with locked titans at the moment, it just kills the gameplay when 3-4 silos can be raped with the ground cannons. They need to be nerfed a bit in this respect.
                            Same here!

                            I feel that with movable titans half the people on both teams are busy destroying and repairing titan guns, which is giving them cheap and easy points and Titan Destruction/Defense Pins, but not helping the team very much, let alone helping a fun gameplay. Plus, when the titans are so close to eachother that you can easily pod over this takes away the thrill and the challenge of boarding the enemy titan with APCs and air transports.

                            Comment

                            • Zarious
                              Member
                              • Nov 2006
                              • 187

                              #29
                              Originally posted by Diamond621
                              Personally, I have always been interested in the various tactical options available for teams after the Titan shields go down in larger-scale games. While this wouldn't really apply to competition play, the split of a team between silo work, defense and offense is frequently a deciding factor, as much or more than Titan placement. Strategies like strong feint attacks to quickly decimate consoles 1 and 2 and then an immediate return to silo work can force the enemy into overdefending their Titan, which makes you able to hold silos for an easy win. Experiments with pure defensive strategies with no direct Titan offense, and offensive strategies like all-out attacks to force the enemy to commit significant manpower to defense at the expense of silos are always interesting to see, and provide varied results depending on the size of the game and the situation.

                              Coupled with a defensive placement, some of these might actually work well in larger games.
                              There you go. So few ppl seem to realize the value of a good feint on titan offense. There were times that we won titan matches, and never set a foot on the enemy titan more than once. If we had a good enough silo lead when their shields went down, we would push titan O hard for one run. Throw 6 guys at it and make them play defense. Force them to waste 3-4 guys on defense. Then we would stop, and grind the ground game. In any kind of closely matched game, a 4 man advantage (out of 12) on the ground can be huge. We would have our commander drop every other UAV over the enemy titan, and anytime we caught them trying to sneak a few guys back to the ground, we'd pound their defense and either break into their core, or at least force them back into a defensive position. We would also time a large assault with our own shields going down. Push hard on their titan just as our shields went so they couldn't pour their entire team on O. We used a very player intensive 5 man titan defense that (when our damn D captain didn't get disconnected) was damn near unbreakable, but it cost us on titan O. Fortunately, we had some of the best in the game at breaking titan defenses. I swear to god Darkhaven could break into fort knox if you told him their was a titan console inside.

                              Anyway back to your other points. All out titan O works only if they get slack on D. You're almost never going to get the titan with a large initial rush in a match, but in a pub, that's the best way to do it. In a match their usually waiting on you when you get there (or it's going to be a really short game). In a pub, alot of ppl take a wait and see attitude to titan D. If a few consoles go down, then they go D. If you push hard in a pub at the start, you can usually at least get 1&2. Once you do, it's easy to nade down 3&4 and breach their core.

                              Still even with the coordination of match play, the tactical advantages that good titan placement provides your offense, far out weighs any advantage offered by a defensive placement IMHO. Not to mention the fact that by placing the titan near the center you often add missing silos into the mix which completely changes the way your ground tactics work.

                              Originally posted by Tetris L
                              When I command in titan mode I prefer to place my titan such that it is in canon reach of 2 silos, preferable such that 1 of the 2 can be hit by 2 of my ground canons and the other one hit by the other 2. The pods reach further than the canons, so my team can often reach a 3rd silo with pods. With such placement, two skilled titan gunners can usually hold 2 silos under suppressive fire, destroy any approaching APC or gunship, destroy any ground AA and keep the guns in working state. And if an enemy squad leader puts down a beacon on top of my titan I'll personally pod out and destroy it. This way you have an effective first line of defense with only 2 people occupied.

                              That said, again, if your team is inferior you're going to lose regardless of titan placement. If the enemy titan shield is up much longer than your own the enemy commander will simply move his titan close to your titan to allow his team to pod over, so your first line of defense is void.
                              The way we usually handle a hard to get onto titan is two fold. Either I or one of my team mates will take a transport, and fly it very very high above the enemy titan allowing ppl to pod out that way. With pub gunship pilots being what they are you're very rarely challenged in this, or as a last ditch desperation move, we'll have one of our squad leaders "hole up" in one of the bottom consoles, and act as a spawn point. So once the squad leader does manage to get on, he hides in the console, protected by apms and sentry guns, and acts as a spawn point so that we can literally pour ppl onto the titan (had to do that in a match once).

                              Comment

                              • FPS[SONIC]
                                Member
                                • Oct 2006
                                • 2106

                                #30
                                So much of the lag wasn't just from the titan moving, it was from the stupid guy sitting in the AA gun shooting constantly at nothing. Well "nothing" until he was in range of the other titan, then he generated mass lag by spamming the AA at the shielded enemy titan. :dead:

                                If you're running your Titan server on a major GSP, you shouldn't have a lag issue with just normal titan movement if you have a moderately sized config. IMO Titan mode is best at 24-30 players with movement enabled.

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