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Sulfer Rush And Ways To Fix Rushes


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#1 Geck0

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Posted 29 December 2014 - 06:50 PM

Hello guys, while the addition of more generators and HP has somewhat deterred the rush tactic, on Sulfer specifically it still remains the best way to win the attack. You don't even need to make it a dedicated rush. I was part of a game where we wiped enough of the enemy and initial generators so fast on the entry we just walked to the base and killed it. That shouldn't happen. While there are other ways of winning bypassing mechs and going for gens still remains the best way of winning on that map which makes this map play out poorly.

While I do not have all of the answers I believe having some feedback on the subject will help PGI with potential solutions.

The biggest issue I see on this map is everything is too close together. The gates, the generators, the base and the defense drop zones. If we can spread these things out a little more it will serve to create an experience that will result in more mech on mech fighting. Here are some ideas still retaining the current gen format
  • Start by moving the north and south gates out further. These currently neutral areas have long sight lines and decent cover so would make fun and intense areas to fight in.
  • Then move the Generators closer to the gates in a position where they cannot be seen by someone outside the gates. These would spread them out more and make attackers hit different points rather than rush a single location.
  • Place the large number of turrets guarding the base over watching these areas between the gates and the generators. This should serve to slow attackers and give defenders time to mount a defense.

Will these fix the issue? Likely not. But it should help create a more combative environment that doesn't revolve around running past people.

Even with the current setup both maps still leaves a rush as the most ideal way of winning. I know that PGI wants to discourage it and not remove it completely but that's just silly. Rushing removes any semblance of a fight which makes the game boring with no give and take. Completely counter to what they want

I think adding capture points that have tonnage based capture rates would be a good way of ensuring some heavy fighting happens. After all even if you lose, and there was a good fight its a fun match. But if you lose (or even win) to a straight up rush you just feel cheated. Not out of a win, but out of a game.

Thanks for your time.

#2 BourbonFaucet

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Posted 29 December 2014 - 07:30 PM

I can appreciate your thoughts and efforts in this thread, but keep in mind that the real reason you're seeing kamikaze rushes being the most popular attacker strategy is because it's really the only way the attackers can win.

If you fight the defenders, you lose because killing a defender drops them in a fresh 'mech seconds later, often a 'mech suited to counter your push. The only way you can win against the overwhelming odds the defender has is to bum rush the generators in the first push, then the orbital cannon.

A far better, uncomplicated solution is to increase defender respawn time heavily so that killing defenders is worthwhile, and then increase the HP of the generators and the cannon. Now, rushes will be stopped by the heavy HP of the buildings, but if you stop and take out the defenders, you'll have lots of time to get to the generators and blow them up while the defenders are dead.

This is how almost every other game does attack and defend.

#3 Geck0

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Posted 29 December 2014 - 08:40 PM

View PostTechorse, on 29 December 2014 - 07:30 PM, said:

I can appreciate your thoughts and efforts in this thread, but keep in mind that the real reason you're seeing kamikaze rushes being the most popular attacker strategy is because it's really the only way the attackers can win.


I disagree. We regularly beat the snot out of the enemy team on the attack. The addition of the generators just increases the urgency of pressing the base.... Which is the problem. I think if the defender's drops weren't directly on top of the base this may give more incentive to fight it out.

In either case if we make the win condition a "destroy this" there will always be a rush. Having points that take time to capture will slow the advance and make it less likely to be rushed.





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