Jump to content

Attackers Can't Win


110 replies to this topic

#1 Top Gun Killer

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 69 posts
  • LocationPA

Posted 12 December 2014 - 05:21 PM

Well its fair to say that i will be taking the back seat to CW till some massive improvements...
just some really really big issues i have seen so far.

1. Turrets are way way way way way way way and did i say way to strong ?

2. DropShips are way way way way way way way to strong..... Way to much range.

3. With the Bap changes ecm doesn't even help so trying to do a all out light rush isn't a option trying to brawl it out isn't a option ( just sit back and let the turrets and dropships kill everything.)
maybe if the Time went from 30mins to 45mins you can just snipe and lrm it out for 45mins. idk.

4. **** ton of lag and around 2 people every game DC and never rejoin so you are now down 8 mechs on a attack that even with a full 96 it isn't possible.

5. If i took a guess this was just thrown together just to meet the dead line and wasn't tested as a full 12 v 12..
( Because if it was the 1st match of attacking you would of seen all of these issues sad on your part )

Well that was my vent on CW ill try again in a few months well see if we get a few more Hot Fix's with these know issues . GG not close.

Edited by Top Gun Killer, 12 December 2014 - 05:23 PM.


#2 StRohl

    Member

  • Pip
  • The 1 Percent
  • The 1 Percent
  • 16 posts

Posted 12 December 2014 - 05:31 PM

Turrets aren't overpowered and im glad the drop ships have turrets too. Have seen plenty of successful attacks.

#3 klana depp

    Rookie

  • Fire
  • Fire
  • 2 posts

Posted 12 December 2014 - 05:35 PM

i have not been able to get into a whole lot of games so far (guess why) but i basically fully agree with top gun...

unless the defenders have 2 disconnects and 5 *******, its impossible for the attackers to win. im playing on IS side btw.

one edit tho:
its fine that dropships are strong; but as soon as i get behind the gate in the ice map on the right side, the dropship starts shooting me. how the **** am i supposed to evade that? i thought it was to counter spawn camping, but thats not what i did by far...

Edited by klana depp, 12 December 2014 - 05:36 PM.


#4 Telmasa

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,548 posts

Posted 12 December 2014 - 05:38 PM

1. Turrets are not too strong. They're a viable threat, exactly like they should be. Take them out if you want to move up, you can't just ignore them and expect to get away with a successful victory.

2. Dropships are supposed to have range. How else are they going to keep you from sitting around a dropzone with a bunch of dual-gauss mechs? Get a grip.

3. Why on earth would you think an all-out light rush is EVER a good idea? ECM has been king of the day in every single match I've played today, you're expressing some of the worst bias I've ever seen.

4. There isn't that much lag.

5. It's perfectly balanced as-is. You need to adapt as a player instead of thinking you can just have it easy-mode without having to actually try.



The two problems as I see them are: the interminably long wait with no signs of life in the waiting qeue; and the potential to just spam artillery nonstop all game long = paytowin tactics.


Just FYI, 4 out of the 6 wins I was in yesterday were IS attacking a Clan defense.

Edited by Telmasa, 12 December 2014 - 05:39 PM.


#5 ice trey

    Member

  • PipPipPipPipPipPipPipPip
  • 1,523 posts
  • LocationFukushima, Japan

Posted 12 December 2014 - 05:52 PM

I'm going to agree with you that the Defenders have the advantage, but not to the point that the Attackers can't win.

A disorganized attacker is going to suffer a lot more than a disorganized defender, as I noticed that the path to get into the defenders zone (Past the gates) is far further than from the defenders' spawn points to the gates. Shorter paths, or at least, more shortcuts that can be exploited by jump capable designs, and a bigger distance from the Defenders' spawn to the walls would help to relax the issues.

It's not an issue about clan superiority or clan nerfing... it's an issue of mechs keeping grouped together. Longer distances to travel means that the "Blob" inevitably gets stretched out when players aren't slowing down to join up with the assault mechs.

#6 Top Gun Killer

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 69 posts
  • LocationPA

Posted 12 December 2014 - 05:52 PM

yea its easy to get wins when they have no one home to defend the base..... when you get a match with a enemy team come back to this post ..
I have no issues with clan mechs let that be said now and be clear on that, it doesn't matter if is I.S or Clan the Attackers are screwed no matter what they face..

As far as easy mode and not trying.... I have yet to play a game that i had under 1700 dmg so I don't belive this is the issue..

Ecm king of the day = No one on your team uses BAP or knows how to hit J to counter jam.

Edited by Top Gun Killer, 12 December 2014 - 06:01 PM.


#7 Super Trooper

    Member

  • PipPipPip
  • Bad Company
  • Bad Company
  • 86 posts
  • LocationUSA

Posted 12 December 2014 - 06:00 PM

Attackers can win, I'm 3-0 when attacking, and only one game was unopposed. You gust gotta adapt to a different style of gameplay.

#8 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 12 December 2014 - 06:01 PM

turrets are fine imo.
Attacker's dropships need PPCs like 24 of them. Keep the little shits away, because with how maps are designed the only reason you would be in range is if you intended to spawn camp.
Defender's dropships should get only medium lasers (they are already dropping right on top of the objective so why not?) but give them a bunch to balance that out so no spawn camping.

#9 Karamarka

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 809 posts

Posted 12 December 2014 - 06:05 PM

dropship does have too much range

they are shooting over the attackers walls on that thermal map before we even get in the base



the only strats that win are cheese strategy like 12 lights or 12 man drop (which is expected to win every time anyway)

#10 Veritae

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 269 posts

Posted 12 December 2014 - 06:05 PM

I've said it before, but I'll leave this here:

http://mwomercs.com/...ritae-maneuver/

#11 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 12 December 2014 - 06:07 PM

Sigh! People don't want viable threats. They want each match to be a cakewalk.

#12 Top Gun Killer

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 69 posts
  • LocationPA

Posted 12 December 2014 - 06:08 PM

Maybe we aren't playing the same game lol but the lasers on the dropships i played in looked to be Large lasers with a range of around 750m so on the ICE map if you take the Right door when you walk about 50m into the base you are now in range of dropship lasers.
I would be totally fine with some overpower 150m - 250m short range one shot one kill dropship PPC's Dual Gauss or something like that to stop people from spawn camping but what i dont like is not only do i have to face 12 people and take out turrets but i have to deal with dodging shots from a dropship that can deal pin point dmg every shot. nah ill take a pass.

#13 hybrid black

    Member

  • PipPipPipPipPipPipPip
  • Death Star
  • Death Star
  • 844 posts

Posted 12 December 2014 - 06:18 PM

View PostTop Gun Killer, on 12 December 2014 - 05:21 PM, said:

Well its fair to say that i will be taking the back seat to CW till some massive improvements...
just some really really big issues i have seen so far.

1. Turrets are way way way way way way way and did i say way to strong ?

2. DropShips are way way way way way way way to strong..... Way to much range.

3. With the Bap changes ecm doesn't even help so trying to do a all out light rush isn't a option trying to brawl it out isn't a option ( just sit back and let the turrets and dropships kill everything.)
maybe if the Time went from 30mins to 45mins you can just snipe and lrm it out for 45mins. idk.

4. **** ton of lag and around 2 people every game DC and never rejoin so you are now down 8 mechs on a attack that even with a full 96 it isn't possible.

5. If i took a guess this was just thrown together just to meet the dead line and wasn't tested as a full 12 v 12..
( Because if it was the 1st match of attacking you would of seen all of these issues sad on your part )

Well that was my vent on CW ill try again in a few months well see if we get a few more Hot Fix's with these know issues . GG not close.



1 they die fast shoot them its easy

2 so the anti camping is stopping scrubs from spawn camping

3 ummm there are videos of 2 min light rush wins... get better scrub

4 beta

5 your bad quit or get better

#14 Summon3r

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,291 posts
  • Locationowning in sommet non meta

Posted 12 December 2014 - 06:19 PM

not to brag but havent lost yet today in 4 hours play, think we had 4 or 5 attacks in that time frame as well..... comm warfare = forced team work or auto lose

#15 Top Gun Killer

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 69 posts
  • LocationPA

Posted 12 December 2014 - 06:20 PM

That's a Neg. Mystere I love really good matches in any case losing 12-11 or winning 12-11 i think it makes for a better game and alot more enjoy able IMO. so if you think this post is about someone wanting a easy win you are posting on the wrong topic but thanks for the feedback.
my post is that with the way CW is currently if is just about impossible to win a match ( i know you can win when no one is home so if you are making a post saying you own 3-6 of your attacks and 3 of them no one was home then please dont comment on this thanks) until they make some changes like lower the range and on the dropship and add more fire power to it to make up for the lost range and either take out a few turrets or lower their the HP or Dmg it is going to be a insane battle just to get a win for attackers while it will be a cake walk for the defenders.

#16 Night Fury76

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 300 posts
  • LocationAustralia

Posted 12 December 2014 - 06:20 PM

Spawn points on the maps for the defenders need to be in an area out the back. ATM attacks need to push through 2 of the spawn points on the hot map to work into the object.

Much more cover on the ice map like the ice city on alpine for street to street battles.

Cheers

#17 Top Gun Killer

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 69 posts
  • LocationPA

Posted 12 December 2014 - 06:24 PM

Well hybrid black i enjoy the comment and got a pretty good laugh but i can't say i have ever gotten the chance to play you B4 must just be a Elo thing keep playing and when you get to my level I will enjoy the battle..

#18 Kassatsu

    Member

  • PipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 1,078 posts
  • LocationColorado

Posted 12 December 2014 - 06:25 PM

View PostStRohl, on 12 December 2014 - 05:31 PM, said:

Turrets aren't overpowered and im glad the drop ships have turrets too. Have seen plenty of successful attacks.


I'll just quote this as I have nothing more to add.

#19 Diablobo

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,014 posts
  • LocationOn your six

Posted 12 December 2014 - 06:27 PM

When they get a large enough data set to go through, I am willing to bet that they will find that all things being equal, they will find that the defender wins too much. The attacker has nothing to balance the turrets and walls and fortifications. I get that attacking is supposed to be hard, but to just give the defenders so much of an advantage with nothing to balance in return is just bad game design. Why would anyone want to be the attacker when it they are so hugely at a disadvantage. I get the whole "against the odds" mindset, but this is ridiculous. Being on the short end all the time gets old real quick.

#20 Alaskan Nobody

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 10,358 posts
  • LocationAlaska!

Posted 12 December 2014 - 06:29 PM

Every time I have defended - that the attackers have completely ignored the Defending players and simply rushed the cannon.....


We have lost within 10 minutes.


Every match I have played where we attacked....

My attacking team has stalled out at the choke points and lost.



Lesson?

Coordinated attacks beat out EVERYTHING.


Reason?
Imagine the escort quests in ANY game...

Now imagine if the attackers ignored you.... and shot the escortees.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users