MRBC News

MRBC News

Latest News / News Archives / Other News

MWOWC 2017 Semi Finals Game 11: 228O vs PHL
Posted by live1991 on 28 Sep 2017 (1421 reads)

MWOWC 2017 Semi Finals Game 11 - 228O vs PHL



The competitors:

228 Wild Ones (AP)

9th place, 2.10 W/L rate, 61 wins, 29 losses

vs

PHL(EU)

10th place, 44 wins, 21 losses, 2.10 W/L Ratio


MATCH STRUCTURE

Competition Structure: Best of 3
Game Mode: Conquest
Player Count: 8 versus 8
Map: Determined by Teams through the Map Banning feature
Time of Day: Noon (locked)
Match Timer: 15 Minutes
View Mode: First Person Only
Tonnage Rules: 2/2/2/2 Weight Class structure

Video Link - https://www.youtube.com/watch?v=S9kvFcBWUv8


Games



Drop 1 - 2280 Wins on Kills 8 to 4

Resized Image

PHL spread out across all 3 spawns, but weren't running a trade deck. I'm not sure if they watched Wild Ones matches against RJF from the other night, because in both drops Wild Ones took up exactly the same spawns and locations as they did there.

PHL also took far too long to kill a Marauder IIC who wasn't twisting especially much




Drop 2 - 2280 Wins on Kills 8 to 3

Resized Image

PHL don't deal with overwatch from up top, leading to 228 having scouting and ranged poke damage non stop. Huntsman makes a solo YOLO push into brawl range and dies quickly,

Rotating Halimede into the assassin rather than the Marauder IIC was a good move, and Halimede seems much more comfortable in that chassis.


Val's Top 3 things we learned from game 11



1. It seemed like PHL didn't watch 228O's earlier semi final games on Mining Collective, which is disappointing at this level of play.

Or if they did, their planning and/or execution was very poor. They should have known what the Wild Ones plan was for this map. For the 4th game in a row, 228O took the northern part of the map, and PHL had mechs all over the place. It was obvious PHL's plan was to push, as they took no cap points required for a ranged control strategy. They took way too much damage challenging theta, which is a cap point that can't really be supported from their side of the map, at least initially. If they had just balled up and pushed directly north into 228O from the get go, there is no guarantee for a win but things would have gone much better for them.


2. 228 Wild Ones appeared to stick to their rehearsed plays and executed them well.

While I am unsure how far this tactic will get them in the tournament, so far so good. They have polished their execution on mining collective for the better, and they looked fine on HPG as well. However, I do feel they were gifted the win on HPG though. PHL just kind of ambled into 228O with no cohesion or formation, taking a win doesn't get too much easier than that. It was disappointing to see from PHL after looking so good against EMP earlier. Much like TCAF, they will have to improve on decision making and execution processes if they want to get wins against the better teams in the game.



3. Whatever Lurm God did, he did not "tank well".

Lots of people I spoke to as well as twitch viewers in chat mentioned this, and I don’t agree. My definition of "tanking damage" in MWO means that you are actively moving in such a way as to spread or avoid damage. This includes torso twisting, evasive movement to bait and/or avoid strikes, and using jump jets to spread damage to the legs if you have them. Having enemies unable to kill you is very different thing altogether!


Printer Friendly Page Send this Story to a Friend Create a PDF from the article
The comments are owned by the author. We aren't responsible for their content.
Author Thread
Arend
Published: 2017/9/28 6:08  Updated: 2017/9/28 7:15
Mercenary Recruit
Joined: 09/28/2016
From:
Comments: 11
 PHL vs. 228
"It seemed like PHL didn't watch 228O's earlier semi final games on Mining Collective, which is disappointing at this level of play."

Well we did, our Plan was to try, to catch one or two of the Mechs at the beginning on Theta, cause the Matches before their first move was always to go with the Lights onto Epsilon/Gamma and then Theta, with a Summoner supporting there, while the Rest was setting up in the North with an all ERLL/Poptard Deck, but as you mentioned we took way to much DMG on Theta and this did not work out at all, also the Push towards D5 after that was terrible and the supposed Long-Rade Trade Deck they played before, was with the exception of the Summoner, a Mid-Range Laser Vomit Deck now, which was quite good suitet to recive our push, the Assasin coming in our back was not helping either.

Overall this did not work at all, we changed to this Tactic last Minute after scrimming TCAF, earlier that Day, who played quite simmilar to 228 on Mining, in this Scrimms we did not very good against TCAF with our Original Tactic, so we decided to switch to this push Deck, afterwards that was a bad Idea, we should have sticked to our Original Plan.

I'm still somewhat mad about PGIs decision that we had to play a second Game that day, after scrimming TCAF earlier and playing against EMP that Day, we where already 8-9 hours playing MW:O and then had to play 228 past Midnight, on another Day we might would have done better with a rested Team; nevertheless, we did not play good vs. 228 and they did a good Job punishing us for that, therefore a deserved win for 228!
live1991
Published: 2017/9/29 10:25  Updated: 2017/9/29 10:25
Veteran Mechwarrior
Joined: 09/11/2014
From: Darwin
Comments: 260
 Cheers
Cheers Arend for the feedback.
---Val---
Published: 2017/9/30 1:36  Updated: 2017/9/30 1:36
Mercenary Recruit
Joined: 04/12/2017
From:
Comments: 2
 Thanks Arend
Hey man, thanks for the feedback. Its great to get an explanation on what happened. I also agree, it would have been better to spread these matches out over a few more weekends, to allow teams better prep and encourage higher quality of matches.