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12 Light Rushes Are Probably Doooomed Now...


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#1 Scratx

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Posted 18 December 2014 - 10:54 PM

...and that's probably a good thing.


Quote

Russ Bullock @russ_bullock · 2h 2 hours ago

Btw we just discovered a significant bug in laser hit reg :) we may roll this in tonight - should be seamless to the user like dead mech fix


Russ Bullock @russ_bullock · 1h 1 hour ago

To be clear it SHOULD make lasers as they used to be - still an online game hit reg will not be perfect but again back to the way they were


Let everyone know (when the hotfix drops in) how laser hitreg improved (or not) and by how much. :)

#2 Glaive-

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Posted 18 December 2014 - 11:07 PM

To be honest I'm not sure noticed much difference when I was playing just now.
Definitely great news though.

#3 Roadbuster

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Posted 18 December 2014 - 11:27 PM

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Btw we just discovered a significant bug in laser hit reg :) we may roll this in tonight

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#4 Odins Fist

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Posted 18 December 2014 - 11:39 PM

To be honest the EXTRA Generators do not change much in the way of attacking, also they DROPPED the health on the Omega generator for the cannon.

Haven't seen it change anything in the way attacks are run.

To get C-bills you simply run Heavies, Meds and Assaults the first wave to get kills a takeout turrets and maybe hit the Generators.

Second Wave is Meds Lights to finnish off the job..

Third wave: (see second wave)

Edited by Odins Fist, 18 December 2014 - 11:40 PM.


#5 -Wulf-

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Posted 18 December 2014 - 11:54 PM

Correct Odin the generators only force you to take a bit more time planning out your attack waves. We just crushed a 12 man of BEER defending Wazan using coordinated Light Zerge RUSH. first two waves only concentrate on the sub generators after opening all gates. Once those are down you just rush en-mass, and rush the generator should take your thrid rush and its over. Same as before just takes three rushes, then its over. Nothings changed.

Beer you all fought well for Wazan but the old tactics are still viable.

#6 Mystere

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Posted 18 December 2014 - 11:54 PM

View PostScratx, on 18 December 2014 - 10:54 PM, said:

...and that's probably a good thing.

Let everyone know (when the hotfix drops in) how laser hitreg improved (or not) and by how much. :)


They were already doomed on Day 2 after CW release. A few seem to just not know it yet.

#7 Popper100

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Posted 19 December 2014 - 12:14 AM

View PostFalkwulf, on 18 December 2014 - 11:54 PM, said:

Correct Odin the generators only force you to take a bit more time planning out your attack waves. We just crushed a 12 man of BEER defending Wazan using coordinated Light Zerge RUSH. first two waves only concentrate on the sub generators after opening all gates. Once those are down you just rush en-mass, and rush the generator should take your thrid rush and its over. Same as before just takes three rushes, then its over. Nothings changed.

Beer you all fought well for Wazan but the old tactics are still viable.


Wasn't that Phact?

But yeah, the rush-down tactic is still the game winner in this case, although it is possible when things get settled in people might start getting aggressive on defense and take the fight outside to try and limit the momentum of attackers in the late stages of a match.

#8 ztac

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Posted 19 December 2014 - 12:19 AM

Well it was obvious to anyone that the making extra objectives would not solve the problem, what they need is to take lights out the game for CW ... lights are supposed to be scouts? Now they are the preferred weapon of choice?

The problem is that any capture mode or hitting objectives will always favour a light due to their ability to leg it around the map and totally throw the other team off balance. More cover will just help them and I find it amusing that a defensive force would build a base in such a way that it would help anyone attacking it! For anyone using real life battle tactics it makes no sense, for a role player it makes no sense either, for a game where anything can happen it may make sense , but then so would flying hippo's!

#9 Alistair Winter

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Posted 19 December 2014 - 12:28 AM

View Postztac, on 19 December 2014 - 12:19 AM, said:

Well it was obvious to anyone that the making extra objectives would not solve the problem, what they need is to take lights out the game for CW ... lights are supposed to be scouts? Now they are the preferred weapon of choice?

Take medium mechs out of the game too, in my opinion. And increase drop deck maximum weight to 400 tons.

To be frank, I'm not thrilled about those heavy mechs either.

#10 Roadbeer

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Posted 19 December 2014 - 12:33 AM

View PostAlistair Winter, on 19 December 2014 - 12:28 AM, said:

Take medium mechs out of the game too, in my opinion. And increase drop deck maximum weight to 400 tons.

To be frank, I'm not thrilled about those heavy mechs either.

/snicker

View Postztac, on 19 December 2014 - 12:19 AM, said:

what they need is to take lights out the game for CW


Dude, if you want people to stop making fun of you when you say something stupid, you've gotta meet us half way and stop saying stupid things.

Edited by Roadbeer, 19 December 2014 - 12:36 AM.


#11 totgeboren

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Posted 19 December 2014 - 12:35 AM

View PostAlistair Winter, on 19 December 2014 - 12:28 AM, said:

Take medium mechs out of the game too, in my opinion. And increase drop deck maximum weight to 400 tons.

To be frank, I'm not thrilled about those heavy mechs either.


Yeah, agreed. I mean, even Victors are pushing it a bit imo, would be better if it was just Dire Wolves against Atlases. The gameplay would improve soo much, since then people can really out-think each other as there is no room for error in deployment. You simply don't have the speed to reallocate!

However, on a more serious note, this does fix the gameplay issue of games being over in 2 min. Even if the defender still lose, they at least get to play the game a bit and shoot down some enemy mechs.

#12 Deathlike

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Posted 19 December 2014 - 01:45 AM

Figured this all out on the first drop. Unfortunately, I didn't get to do much attacking (just 1 drop)... mostly defending (the rest of the drops).

Won them all. Although.. I expect better resistance from non-PUGs.

It wasn't hard to adapt... but it ended up with more killing done (anything that got in the way got killed with impunity).

#13 Chagatay

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Posted 19 December 2014 - 01:58 AM

View Posttotgeboren, on 19 December 2014 - 12:35 AM, said:


Yeah, agreed. I mean, even Victors are pushing it a bit imo, would be better if it was just Dire Wolves against Atlases. The gameplay would improve soo much, since then people can really out-think each other as there is no room for error in deployment. You simply don't have the speed to reallocate!

However, on a more serious note, this does fix the gameplay issue of games being over in 2 min. Even if the defender still lose, they at least get to play the game a bit and shoot down some enemy mechs.


I can see it now the wall of brightly painted shiny red direwolves strolling in the open across the plain explosions from canno... er Artillery and Air strikes all around. The Steiner scout lance* spots the formation and readies his muck crusted rag tag defenses.

"We need to draw them in, don't fire until you see the glare from their cockpits!"

As he shouts, the Direwolves spot the upstarts and prepare their muske... er charge up their gauss rifles. The fun is just about to happen.

*A Steiner Scout lance is 4 Atlases

Edited by Chagatay, 19 December 2014 - 02:03 AM.


#14 Brizna

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Posted 19 December 2014 - 03:06 AM

The real problem is that defenders have a too great position and that results in a lot of pressure on the attacking team to get things done QUICK; hence rushing.

In order to make the game more tactic you need to make it easier for the attacking team to get a significant and durable tactical advantage by killing defending mechs, that means a combination of:



*Defenders drop farther (hard with current maps)

*Defenders don't drop but exit from building in the base (removes dropships fire)

*Increase DROP timers, make death and ejecting less desirable and killing a mech a real tactical advantage.

*Attackers can destroy AA guns, as they do so attacking drop ships land closer and closer to enemy base, when all AA is destroyed they drop IN the base like the defenders.

Edited by Brizna, 19 December 2014 - 03:09 AM.


#15 Abivard

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Posted 19 December 2014 - 03:40 AM

The funny thing is, the 12man light rush zerg is just as effective if not more effective post patch .

The new patch also seems to really encourage the defenders to leave the base as well, which is generally a bad thing to do.

#16 Berserker

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Posted 19 December 2014 - 03:51 AM

View PostBrizna, on 19 December 2014 - 03:06 AM, said:


*Defenders don't drop but exit from building in the base (removes dropships fire)

*Increase DROP timers, make death and ejecting less desirable and killing a mech a real tactical advantage.

*Attackers can destroy AA guns, as they do so attacking drop ships land closer and closer to enemy base, when all AA is destroyed they drop IN the base like the defenders.


Some good ones in there to consider. Longer drop timers seems appropriate but boring. I think it also still encourages rushes on the attacker side. Maybe asymmetric timers, meaning defenders drop near base but their timer is much longer where attackers drop in dropships back but their timer is much shorter so they can keep up the pressure in a continuous wave instead of rush waves.

#17 Darwins Dog

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Posted 19 December 2014 - 04:32 AM

View PostBrizna, on 19 December 2014 - 03:06 AM, said:

The real problem is that defenders have a too great position and that results in a lot of pressure on the attacking team to get things done QUICK; hence rushing.

In order to make the game more tactic you need to make it easier for the attacking team to get a significant and durable tactical advantage by killing defending mechs, that means a combination of:



*Defenders drop farther (hard with current maps)

*Defenders don't drop but exit from building in the base (removes dropships fire)

*Increase DROP timers, make death and ejecting less desirable and killing a mech a real tactical advantage.

*Attackers can destroy AA guns, as they do so attacking drop ships land closer and closer to enemy base, when all AA is destroyed they drop IN the base like the defenders.

This will make all attack tactics easier, including rushes (though to a lesser extent). It won't actually discourage it.

#18 crustydog

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Posted 19 December 2014 - 04:45 AM

In one of our Pug attacks early this morning we fought a Battle with the clan defenders,

We lost,

But the game was close - we took out three and a half generators, and the clanners had only five damaged mechs still standing. It could have easily gone the other way.

It was a grand and very rewarding battle for both sides... and certainly a lot more fun than a zerg rush could ever be.

This is much more like what it should be.

I applaud the recent update.

#19 Brizna

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Posted 19 December 2014 - 04:58 AM

View PostDarwins Dog, on 19 December 2014 - 04:32 AM, said:

This will make all attack tactics easier, including rushes (though to a lesser extent). It won't actually discourage it.


Yeah I didn't really want to go deep, but if you do anythign to make attacking easier you obviosuly have to make destroying omega ECM harder. Actually I would replace the omega ECM with a big control area similar to conquest cap points so attackign teams have to get a lasting tactical superiority around it to win.

#20 Lily from animove

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Posted 19 December 2014 - 05:27 AM

If that really means, putting 3x a 54 laservolley into the back of a light means it will nto run off with yellow armor, then this is a great day. The meat game of 200+ bakc armor lights are gone.

View PostFalkwulf, on 18 December 2014 - 11:54 PM, said:

Correct Odin the generators only force you to take a bit more time planning out your attack waves. We just crushed a 12 man of BEER defending Wazan using coordinated Light Zerge RUSH. first two waves only concentrate on the sub generators after opening all gates. Once those are down you just rush en-mass, and rush the generator should take your thrid rush and its over. Same as before just takes three rushes, then its over. Nothings changed.

Beer you all fought well for Wazan but the old tactics are still viable.



yet defenders cna set up the hevies/assaults aroudn the generator acting as steel shields. while the previous generato had a virtally unbreakable line of fire.





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