

Attacker Disadvantage, Longer Dropship Hike
#1
Posted 13 December 2014 - 06:30 PM
This divides the attacking force and penalizes slow mechs. The divided force has less concentrated firepower.
The numbers will show just how much a problem this is. Ideas to balance:
Once gate is breached, you get dropped inside.
Longer delay on defender re-drops.
Less base HP.
#2
Posted 13 December 2014 - 06:40 PM
Any mode is hard or easy depending on who you drop with.
#3
Posted 13 December 2014 - 06:50 PM
- you would break the immersion of the cannon shooting up in the air at these dropships.
- you might be spawn camped even harder since defenders are already at location (double edged sword) allowing less time to coordinate an assault wave
- possibly even more vulnerable to turret fire inside the base
a player solution is to regroup rather then keep charging while there has to be some sort of penalty for dying in cw otherwise you might as well keep to normal mode.
base hp is fine and doesn't really need to change.. you need more than 1 or 2 light mechs attacking the back of the base in order to take it out which encourages team play.
i've been in 2 defensive games where the base was lost
#4
Posted 13 December 2014 - 06:51 PM
Drop inside a base after gate is breached ?
Pffff, how much more easy-mode is needed ... a planetary invasion is no easy endeavour, as it should be .
And less HP on "Omega" ?
Nope, Sir, it´s quite good as it is, 77th Grey Guards won an attack in their second mechs .
#5
Posted 13 December 2014 - 06:53 PM
#6
Posted 13 December 2014 - 07:02 PM
CW isn't about a Super Fair Balanced Match.
Ask spawners to move to a set location to regroup, have remaining mechs fall back there.
While I'm a dedicated solo player (if not really by choice) the reality is MWO needs a group-focused competitive aspect of the game. CW is it. We solo folks can join in - and after Russ's Three Changes will have a much easier time of it - but CW needs to remain a place where skill and strategy matters.
#7
Posted 13 December 2014 - 07:13 PM
#8
Posted 13 December 2014 - 07:15 PM
Cannon needs more health.
#9
Posted 13 December 2014 - 08:20 PM
#10
Posted 13 December 2014 - 08:30 PM
krolmir, on 13 December 2014 - 08:20 PM, said:
Indeed, but along those same lines IS can swarm fast, jumpy, ECM cloaked lights in a manner that Clans can only dream of.
Both methods that need fixing via more cannon health.
#11
Posted 13 December 2014 - 08:41 PM
Wintersdark, on 13 December 2014 - 07:02 PM, said:
Source?
krolmir, on 13 December 2014 - 08:20 PM, said:
Thought it was DOA?
It's speed being not enough of an asset?
(Not saying you were saying that - just laughing at those who did

#12
Posted 13 December 2014 - 08:47 PM
#13
Posted 13 December 2014 - 08:56 PM
#14
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