The drop ships need to change where they drop their mechs as the battle progresses. They need to also change the drop point when an enemy team tries to camp the drop zone. If the zone can't be moved on a smaller map then artillery and air strikes should clear the drop zone before the drop ship comes in.
1
Drop Zones Need To Move And Adapt.
Started by AntharPrime, Dec 11 2014 08:05 PM
5 replies to this topic
#1
Posted 11 December 2014 - 08:05 PM
#2
Posted 11 December 2014 - 08:06 PM
yes, spawn camping with artillery and firing lines is ugly. Spawns needs some randomness.
#3
Posted 11 December 2014 - 10:49 PM
Yes, please.
#4
Posted 12 December 2014 - 01:32 AM
attackers spawns: they should have obbstacles as well to hide after spawning, attackers are always in the open when dropping.
gate defender spawns: should not be so close to the gate, they get dropped right in the battle, for lights this can instantly be the end before they even start moving, yet the dropships interfere the mainbattle at the gates with their weapons.
on sulfur, simply move the gates a good bunch further to the attackers direction. there are 3 long tubes to attack, yet most of this is dead land where nothing is happening. stretchign the gates further away form the ain objective and makign a batlle at one gate occupy the gates dropzone would help to balance a bit.
simply because: 12 vs 12 battle at a gate.
3 die on each side.
3 defenders are bakc ther ein like 30 seconds.
3 attackers need at leats 60 or 90 seconds to catch up.
this creates an unbalanced battle at the gates where defenders are already at a big advantage.
I ignore some specifc tactics like light-rush, since they are more a broken mechanic than a tactic at all. So the above counts for serious battles.
gate defender spawns: should not be so close to the gate, they get dropped right in the battle, for lights this can instantly be the end before they even start moving, yet the dropships interfere the mainbattle at the gates with their weapons.
on sulfur, simply move the gates a good bunch further to the attackers direction. there are 3 long tubes to attack, yet most of this is dead land where nothing is happening. stretchign the gates further away form the ain objective and makign a batlle at one gate occupy the gates dropzone would help to balance a bit.
simply because: 12 vs 12 battle at a gate.
3 die on each side.
3 defenders are bakc ther ein like 30 seconds.
3 attackers need at leats 60 or 90 seconds to catch up.
this creates an unbalanced battle at the gates where defenders are already at a big advantage.
I ignore some specifc tactics like light-rush, since they are more a broken mechanic than a tactic at all. So the above counts for serious battles.
#5
Posted 12 December 2014 - 01:48 AM
AntharPrime, on 11 December 2014 - 08:05 PM, said:
The drop ships need to change where they drop their mechs as the battle progresses. They need to also change the drop point when an enemy team tries to camp the drop zone. If the zone can't be moved on a smaller map then artillery and air strikes should clear the drop zone before the drop ship comes in.
im guessing your a bad that got camped?
#6
Posted 12 December 2014 - 02:31 AM
Attackers indeed need more long distance cover as on some maps you can see them land from the defense position and thus know where they are going.
For the rest maps are too small to have a progressive spawn point system. It would work if say we had a long narrow map where there where 4-5 defense positions to be taken in succession before the end fight at some base. In such a case to keep the rhythm you'd need spawn points for each team to progress to each point to get a feel of an ongoing intense battle.
For the rest maps are too small to have a progressive spawn point system. It would work if say we had a long narrow map where there where 4-5 defense positions to be taken in succession before the end fight at some base. In such a case to keep the rhythm you'd need spawn points for each team to progress to each point to get a feel of an ongoing intense battle.
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