

Stop Base Races
#1
Posted 10 July 2013 - 06:24 AM
Frankly I think the community deserves better in terms of gameplay foremost, but when it comes to lore the current state also ignores the fact, that mechs drop in a dropship. Two or three lances (up to one company) can drop in a Union class dropship (for your reference http://www.sarna.net/wiki/Union).
I believe introducing a dropship at each drop location (possibly dragging the actual location a bit further outside on some maps) would fix the problem of rushing the others base: During the first minutes of the match there would be a dropship at the drop location, that is heavily armed (see reference above). This means you can cap the drop location as per usual after say 3 minutes, but before you would have to defeat the dropship on top of it.
#2
Posted 10 July 2013 - 06:26 AM
#3
Posted 10 July 2013 - 11:50 AM

also, bases shouldnt cap faster than 4 mechs can cap.
#4
Posted 10 July 2013 - 01:41 PM
Defend your base.
#5
Posted 10 July 2013 - 01:44 PM
Step 1 - choose an anti light mech
Step 2 - at the start of the match go down the opposite exit path the blob is going
Step 3 - kill any inbound light, or if none appear, join the melee after suficiant time has passed
Problem solved. Been working for me since start of open beta
#6
Posted 10 July 2013 - 01:48 PM
Dracol, on 10 July 2013 - 01:44 PM, said:
Step 1 - choose an anti light mech
Step 2 - at the start of the match go down the opposite exit path the blob is going
Step 3 - kill any inbound light, or if none appear, join the melee after suficiant time has passed
Problem solved. Been working for me since start of open beta
forgot a step.
Step 4 - after joining the front lines keep an eye out for an enemy unit braking off to base cap. React immediately.
Edited by Dirus Nigh, 10 July 2013 - 01:48 PM.
#7
Posted 10 July 2013 - 01:48 PM
Dirus Nigh, on 10 July 2013 - 01:41 PM, said:
Defend your base.
This works. Alternatively, you can also scout and possibly intercept the incoming lights. I don't know whether to laugh or cry when the whole team moves as one blob towards the enemy base on one edge of the map while the other team does the same on the opposing edge. Then they completely miss each other.
#8
Posted 10 July 2013 - 01:50 PM
It's like asking "Why do a lot of people use PPCs or Gauss?"...it's because it works.
Every time I see my team charge to the middle of the map (or beyond, actually that happens more than just 'go to the middle'), I get a sinking feeling that we're going to lose to cap. I do what I can, but if no one else wants to help, there's nothing a lone mech can do to stop 4 assaults and 2 heavies or mediums from capping while two stay back to distract my team.
If/when that happens, well, they just outplayed my team. it happens.
Edited by Gralzeim, 10 July 2013 - 01:56 PM.
#9
Posted 10 July 2013 - 01:54 PM
Kissamies, on 10 July 2013 - 01:48 PM, said:
Depends on the type of day I'm having with the game.
#10
Posted 10 July 2013 - 01:59 PM
god this community is terrible..
Edited by Phemeto, 10 July 2013 - 02:00 PM.
#11
Posted 10 July 2013 - 02:52 PM
OARN: the reason base rushing is a problem is because of the doubling of armour. The heavier the mech is the more it benefits from this skewing of armour. bring a few light mechs go fast cap rush the base win. end of story.
#12
Posted 10 July 2013 - 02:57 PM
#13
Posted 10 July 2013 - 11:38 PM
Autobot9000, on 10 July 2013 - 06:24 AM, said:
Cap delay was mentioned several times in other threads already. Why do you need to repeat it again? Didn't you see the hundred other threads about the same topic? Millions of tears were already wasted by thread and poll creators, crying about how Assault mode is such a frustrating experience. Instead of opening yet another whiny thread about it, just drop your opinion in one of the others, lazy boy.
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