I don't know if this is the correct place to post this.
This technically would fall under a suggestion or feedback.
I have noticed an issue with Charlie Lance on a couple of maps.
First is Caustic Valley on Assault.
Charlie Lance spawns in B5 and E6 depending on the team you are on.
The tactic here is B5 ALWAYS heads toward Bravo lance to group up at C3.
E6 Charlie will run to the ridge at D5 and have a clear line of site on
the back armor of B5 Charlie. The problem is that if B5 Charlie has a slow assault
mech it is either dead or severely damaged by the time it catches up to the rest of
its lance that left it behind. Now I know the other members of B5 Charlie
should look out for their lancemate but these are PUG's we are talking about.
The problem is that from the B5 starting position you have little to no cover.
Plus the line that has the most cover takes you to a big pipe that is difficult to
cross if you don't know where to step.
Second is River City on Skirmish.
Charlie Lance spawns in D2 and B2 depending on the team you are on.
The tactic here is D2 Charlie wants to group up with Bravo and Alpha in D4.
B2 Charlie knows this and will rush down to D2 and fire on D2 Charlie as they
are out in the open crossing D3 to D4. This is another example of one Chalie Lance
trying to group up but has to cross open ground with no cover. So we get an Atlas or
a Dire Wolf either dead or nearly dead before they have a chance to get into cover.
Now I know that both of these examples are based off of the current tactics that are being used.
But given the terrain on both of these maps these current tactics are going to stay this way for a long time.
What I am asking for is that on maps where there is a problem that
PGI pull these Lances closer together and closer to cover.
Nobody likes to start a match with most of his armor gone before he can get to cover and return fire from said cover.


Charlie Spawn Points
Started by BigDon, Jun 26 2014 09:32 AM
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