Jman5, on 05 November 2014 - 04:57 PM, said:
The B4 spawn is considerably worse than the D2 spawn.
First, the D2 spawn's primary threat comes from B2, which is farther away than the D4 spawn is from B4. It simply takes longer for those Mechs to come under attack. The difference is measured in seconds, but it isn't insignificant.
Second, the D2 spawn has a straight shot to get to cover. If you turn and move immediately upon drop, you can get across D3 to support before even enemy lights can get close enough to be a threat. The B4 spawn has buildings, blast shields, and the drop ship itself that all hinder assaults that drop there in their run to find cover. They're virtually guaranteed to take fire as they cross B3.
Third, enemies attacking Mechs that are leaving B4 have cover from the friendlies supporting them due to angles. Enemies attacking Mechs that are leaving D2 have to expose themselves to return fire due to the fact that most fights in River City center around the citadel. The team that starts along the D-line can get to the fight area faster than the team that starts along the B-line. The E3 Mechs
spawn in position to provide cover fire for fleeing D2 Mechs... they don't even have to think about it.
But to leave the specific map issues and address the basic point... a Dire Wolf can get left behind on most maps if the team NASCARs. They just can't keep up if the rest of the team insists on pushing the issue. Some maps are worse than others, but I find that most of the time (not always, but most of the time) when some assault driver complains it was a legitimate complaint.
The more mobile Mechs should work with the team, and that often means that they need to cover the assaults. If instead they push forward and their own team's assaults get overrun from behind, that's almost always the mobile Mechs' fault.
I primarily play mediums, though my second most played class is assault. I see this issue from both sides, and in my experience the problem is usually caused by the more mobile Mechs not paying attention to the mini map and leaving their assaults behind.
The ironic part of it all is that if the mobile Mechs would move toward the assault lance instead of always going counter-clockwise, at least half of the time they would end up with an 8-on-4 against the enemy lights that are trying to rush the assaults.