Jump to content

- - - - -

Community Warfare Update - Dec 2 - Feedback


224 replies to this topic

#221 pwnface

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,009 posts

Posted 03 January 2015 - 01:42 AM

View PostAgent Cooper, on 03 January 2015 - 01:40 AM, said:

I think there has to be some better balance for IS v Clan games. Ive noticed that when its 12 on 12 Clan will always win, because of longer range weapons and because they take so much damage and keep going. IE Stormcrows and their blasted streak 6s will always outlast an Atlas for some damn reason.
Clans need to be limited to 2 stars as per lore(10 mechs) and their dropship refills down to 3 from 4 just to give the IS factions a fighting chance.
Unfair and no you say? Well just look at how far Jade Falcons map is progressing into Steiner territory.


Couldn't disagree more.

IS has plenty of long range options to deal with clan mechs. Quirked ERPPC, ERLL, 2xGauss.

If you are losing to a streak stormcrow in an Atlas, the player is the problem not the mech.

#222 MarineTech

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Patron
  • The Patron
  • 2,969 posts
  • LocationRunning rampant in K-Town

Posted 03 January 2015 - 01:55 AM

Ditto.

#223 LordKnightFandragon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 7,239 posts

Posted 04 January 2015 - 09:09 AM

View PostTywren, on 31 December 2014 - 09:21 AM, said:

Ok, sense this is the latest feedback thread i can find i'll drop my thoughts here.

1: CW has introduced spawn camping to the game, and that's a bad thing. I play M:WO over CoD, and Battlefield to get away from this kind of gameplay, and adding weapons to the dropship hasn't helped. The maps need to be reconfigured so that each side has a safe DZ; say underground hangers with emergent tunnels for defenders, and give the attackers an LZ that is considered "out of bounds" for the defending team only.

2: Even after adding the 3 O-Gens that need to be taken out before the cannon, fast rushes that ignore the other team are still the best tactic to use, and it's very much an un-fun form of game play. To change this up i had the idea of replacing one of the destructible O-Gens, with an Omega Control Center (O-Con) which is a flippable capture point like those seen in conquest, the difference being that instead of giving tickets, it opens/closes the door over the cannon's main generator depending on who has controls of it. The two O-Gens must be destroyed before you an cap the O-Con, and you must have control of the O-Con before you can shoot the cannon.

3: Boreal Vault needs to go back to the drawing board. The gates are too close together, and the long, narrow canyons, with so little cover lead to instances of max range sniper fights, and LRM spam, instead of the brawls you've said you're looking for in the patch notes.


that might actually be a nice idea. Ofc, The entire map would need to be reconfigured to be more of a back n forth attack defend map rather then the hey diddle diddle, right up the middle maps we have now...

#224 Tywren

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 277 posts

Posted 08 January 2015 - 02:18 PM

View PostLordKnightFandragon, on 04 January 2015 - 09:09 AM, said:


that might actually be a nice idea. Ofc, The entire map would need to be reconfigured to be more of a back n forth attack defend map rather then the hey diddle diddle, right up the middle maps we have now...


You mean something like HPG Manifold with the gates made functional? Just put the O-Con in the basement, and the Omega target under the roof formed by the transmitter dish. Still havn't figured out what the best placment would be for the O-Gens yet, but i'm sure PGI could come up with something.

The bigest problem i see with that map is lore, as attacking a HPG is one of those things one simply does not do, like using nukes, orbitaly bombardment, or destroying a jumpship.

Edited by Tywren, 08 January 2015 - 02:20 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users