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Seige Weapons


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#1 Dauntless Blint

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Posted 16 December 2014 - 04:31 AM

Basically LRMs and Narc and Tag will allow your team to win on kills on an Attack or Counter Attack! put an element of that in your drop deck and see your smiles start to come back if you think Attack is too hard =)

#2 Joseph Mallan

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Posted 16 December 2014 - 04:39 AM

View PostCorditeJunkie, on 16 December 2014 - 04:31 AM, said:

Basically LRMs and Narc and Tag will allow your team to win on kills on an Attack or Counter Attack! put an element of that in your drop deck and see your smiles start to come back if you think Attack is too hard =)

What I have been reading is that Challenging is not in the average gamer's vocab any more. I have yet to win an attack in CW but I also see where WE were the cause of our failure.

Many of them have been addressed by our leaders and I endorse what they are suggesting. Now to apply the changes, and see what else needs to be changed to ensure victory.

Edited by Joseph Mallan, 16 December 2014 - 04:40 AM.


#3 Chagatay

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Posted 16 December 2014 - 05:16 AM

View PostCorditeJunkie, on 16 December 2014 - 04:31 AM, said:

Basically LRMs and Narc and Tag will allow your team to win on kills on an Attack or Counter Attack! put an element of that in your drop deck and see your smiles start to come back if you think Attack is too hard =)



LRMs are serious business when it comes to destroying generators. If you can get them to the back of the generator, Kaboom!

#4 mogs01gt

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Posted 16 December 2014 - 06:24 AM

View PostJoseph Mallan, on 16 December 2014 - 04:39 AM, said:

What I have been reading is that Challenging is not in the average gamer's vocab any more. I have yet to win an attack in CW but I also see where WE were the cause of our failure.

Many of them have been addressed by our leaders and I endorse what they are suggesting. Now to apply the changes, and see what else needs to be changed to ensure victory.

Its pretty easy to win in attack if you set up your team. Any simple base rush wins. You do need "faster" mechs though so Clanners have it way easier.

So far, running nothing but Crows or TBR's can easily rush to win or spawn camp to win. CW is pretty much a failure due to Clan mechs.

#5 LordBraxton

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Posted 16 December 2014 - 06:28 AM

Zerg the base is a win everytime

Ignore everything but turrets (but dont stop for them) and then just focus the base.

IS will win in 2-3 waves.

Clan will win in 1-2.

If the defenders are camping the gun and crack shots, you might lose.

But CW is effectively a tower defense mode at this point.

#6 mogs01gt

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Posted 16 December 2014 - 06:35 AM

View PostLordBraxton, on 16 December 2014 - 06:28 AM, said:

Zerg the base is a win everytime
Ignore everything but turrets (but dont stop for them) and then just focus the base.
IS will win in 2-3 waves.
Clan will win in 1-2.
If the defenders are camping the gun and crack shots, you might lose.
But CW is effectively a tower defense mode at this point.

Exactly. Any heavy going like 70-80kph should easily win on the first wave. Lights obviously unless they dont have enough firepower.

Edited by mogs01gt, 16 December 2014 - 06:36 AM.


#7 Fut

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Posted 16 December 2014 - 06:37 AM

View PostLordBraxton, on 16 December 2014 - 06:28 AM, said:

But CW is effectively a tower defense mode at this point.


Awesome way to describe it.
Hopefully PGI is hard at work brainstorming their fixes though.

#8 Johnny Z

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Posted 16 December 2014 - 08:07 AM

View PostLordBraxton, on 16 December 2014 - 06:28 AM, said:

Zerg the base is a win everytime

Ignore everything but turrets (but dont stop for them) and then just focus the base.

IS will win in 2-3 waves.

Clan will win in 1-2.

If the defenders are camping the gun and crack shots, you might lose.

But CW is effectively a tower defense mode at this point.


This is mostly right in game at the moment. But if the defenders are a little more proactive the generator rush isnt as effective and can in fact be a sure loss.

Its just that alot of teams sit back after gaining a huge lead from stopping the initial base rush instead of using that lead to counter attack as the other team is forming up for their next rush.

I am half convinced many teams are letting the base rush succeed on purpose.

Edited by Johnny Z, 16 December 2014 - 08:08 AM.






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