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Attacker Wins......everytime?

Balance

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#21 TheSilken

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Posted 11 December 2014 - 10:41 PM

I personally believe that the mechs should get dropped off in an area secluded from the main part of the map. Because right now all a team has to do is camp right outside the spawn and pick guys off after they drop.

#22 SaltBeef

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Posted 11 December 2014 - 10:42 PM

We lost a match but it primarily was due to the abysmal lag.........lots of lag worst than frozen city. 10 fps lag many team members. Won another that was lagging but not as bad. Warping lights not much you can do when that is happening.

Edited by SaltBeef, 11 December 2014 - 10:44 PM.


#23 Sandpit

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Posted 11 December 2014 - 10:46 PM

View PostTheSilkenPimp, on 11 December 2014 - 10:41 PM, said:

I personally believe that the mechs should get dropped off in an area secluded from the main part of the map. Because right now all a team has to do is camp right outside the spawn and pick guys off after they drop.

do the dropships not provide enough defense to help prevent that? Maybe dropships should be buffed instead? (Dunno yet as I ahven't gotten to play but I'm trying to get ideas and spitballing)

#24 Torric

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Posted 11 December 2014 - 10:50 PM

My biggest issue with cw is being put in the attackers position when taking a planet defense contract. Which happened to me... 100% of the time (which ofc with 2 games played total as "defender" doesn't say anything at all).

I mean... i just don't understand it, i really expected to defend when accepting a defense contract. Is it randomly selected, and attacking clans get an successful attack counter point for actually defending? If so, what is the point for even calling the contracts attack or defense?

Me so confused. :wacko:


View PostSandpit, on 11 December 2014 - 10:46 PM, said:

do the dropships not provide enough defense to help prevent that? Maybe dropships should be buffed instead? (Dunno yet as I ahven't gotten to play but I'm trying to get ideas and spitballing)


I saw the message of a player getting killed by DROPSHIP, but i have not witnessed any encounter myself. So far even though my pugging attempts (against groups... ofc) only ended in getting slaughtered, none of the opposing team (one of them Lords) actually tried to camp the drop zone. Maybe because DROPSHIP op, maybe because fairness, maybe because new.

Edited by Torric, 11 December 2014 - 10:54 PM.


#25 The Helepolis

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Posted 11 December 2014 - 10:50 PM

CW as it is now severely favors the defenders side. Turrets, same amount of mechs as attackers, and amazing pinpoint damage from dropships. Honestly, it's a miracle unto itself to even reach the generator before getting hit by airstrikes, dropships, turrets, and whatever mechs that actually decided to toss death in your general direction. Whilst I'm grateful for the obvious effort put into this update, and HOLY **** IT'S COMMUNTIY WARFARE aside. This was a horribly thought out game mode that needs to be severely altered to be remotely enjoyable. At this point the only stratagem available is death ball in a gigantic banzai attack and hope to destroy generator. If you ask me, there should be modules that can be targeted on the orbital cannon that can be destroyed. But to have it behind the thing... Did you even think this through PGI?

Granted, it's beta, but there's supposed to be a level of logic that goes into things like this, it is not apparent here.

#26 Sandpit

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Posted 11 December 2014 - 10:52 PM

View PostThe Helepolis, on 11 December 2014 - 10:50 PM, said:

CW as it is now severely favors the defenders side. Turrets, same amount of mechs as attackers, and amazing pinpoint damage from dropships. Honestly, it's a miracle unto itself to even reach the generator before getting hit by airstrikes, dropships, turrets, and whatever mechs that actually decided to toss death in your general direction. Whilst I'm grateful for the obvious effort put into this update, and HOLY **** IT'S COMMUNTIY WARFARE aside. This was a horribly thought out game mode that needs to be severely altered to be remotely enjoyable. At this point the only stratagem available is death ball in a gigantic banzai attack and hope to destroy generator. If you ask me, there should be modules that can be targeted on the orbital cannon that can be destroyed. But to have it behind the thing... Did you even think this through PGI?

Granted, it's beta, but there's supposed to be a level of logic that goes into things like this, it is not apparent here.

Most of the feedback I see thus far finds it very enjoyable.

#27 gregsolidus

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Posted 11 December 2014 - 10:54 PM

You got it backwards, defense wins every time.

#28 -Natural Selection-

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Posted 11 December 2014 - 11:05 PM

We have 4/0 defend wins, and 4/0 attack wins with our unit. Seems can be done either way if done right

#29 Mazikar

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Posted 11 December 2014 - 11:20 PM

View PostFishbulb333, on 11 December 2014 - 10:46 PM, said:


Well, you said you hadn't had a drop yet and don't seem to understand the map, but you've decided that "attackers win all the time". Whatever, pretty sure you're just trolling at this point. Shoo.



Cuban cigar, dipped in some very good scotch (and the tears of my enemies). Celebrating after 4 consecutive succesful defenses... and no, you can't have it, its mine.



What??? wow someone is pretty full of themselves at this point, how did I say I didn't understand the map? I waited a couple hours clicking the pop ups and waiting 30 min on each ready screen before getting a match. You sir need a swift kick in the pixel, and because you are in clan poopy pants.... I am going to get that chance. See ya on the field mr. poopy pants.

#30 Glythe

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Posted 12 December 2014 - 12:41 AM

I think these two maps are both extremes...... the turrets can be completely avoided on the snow mission and are near unavoidable on the other.

The drop ship on the swamp map is too close to the action as well when it can land over and over and over again.


Also the defend mode is not working properly. You can sit with a group of 12 and the game won't give you a game even when the planet was just attacked. We were talking it over and it seems like the game is trying to a "first come first serve" thing to a group with less than 12 and if they don't fill in time then there is no defense.


Balance would dictate that if you can attack a planet with no defense you should be able to defend a planet with no attack. Now it sounds really stupid when you think about it..... but stop and think about it as a mechanic. If you can always attack (and have a chance for free wins) then you should never defend.


Generally speaking the idea of taking a defense contract and ending up as an attacker is also ridiculous.

Edited by Glythe, 12 December 2014 - 12:44 AM.


#31 Mordin Ashe

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Posted 12 December 2014 - 01:08 AM

Attacker does not have to win. One game we defended the hell out of IS dezgra fodders, the other was a victory, but only after very long, hard and CLOSE (roughly 15 seconds and 2 Mechs from loss) match.

#32 CaptainScumBa11s

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Posted 12 December 2014 - 01:12 AM

I hate to be that guy fishbulb but Lotharian and lightfoot (the OP) are 2 diff people..... lotharian didnt say anything negative till you tried calling him out....


Also on topic it just feels like the main objective has too few hit points for anything with any amount of speed to have a hard time killing.

Edited by TheKillerWolf, 12 December 2014 - 01:13 AM.


#33 Lily from animove

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Posted 12 December 2014 - 01:20 AM

View PostBrody319, on 11 December 2014 - 08:48 PM, said:

the flying **** are you talking about. I've only won once as the defenders, every attacking game has been a loss either as a stomp or a close game of like 30-48


are ou in a grp or not?

I guess when a 12 man organises they usually go attack, then they get the advantage of being organised.

if "puggers" join anything they don't have a specific advantage, then the game comes with the natural advantage the defenders have. Thats why puggers attacking will always have a big disadvantage, no matter if against a grp or other puggers.

the other way around however, if puggers defend vs puggers theyhave good chances to win. while puggers vs groups will still have a hard time.

#34 Heisenbug

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Posted 12 December 2014 - 01:23 AM

Didn't read the thread, but simple answer to OP... nope. Pug defenders won. One of the best matches I've ever been a part of. SO MUCH FUN!

#35 The Helepolis

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Posted 12 December 2014 - 08:43 AM

View PostSandpit, on 11 December 2014 - 10:52 PM, said:

Most of the feedback I see thus far finds it very enjoyable.


I can almost guarantee those people played defender exclusively.

#36 Augustus Martelus II

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Posted 12 December 2014 - 09:37 AM

View PostDasSibby, on 11 December 2014 - 10:28 PM, said:

I went up against the B33F's team... and it was a 12 light/max jumpjet mech swarm. They jumped straight over the wall and capped our base within 2 minutes.

We killed two on the way to our base.

*shakes head*

Also... I've been waiting 45 minutes for a game now. Getting tired of this. (We need a "mechs needed" count, or something!)


45 min waiting time....OMFG are you kidding????

Edited by Augustus Martelus II, 12 December 2014 - 09:40 AM.


#37 Sandpit

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Posted 12 December 2014 - 09:39 AM

View PostThe Helepolis, on 12 December 2014 - 08:43 AM, said:


I can almost guarantee those people played defender exclusively.

no, you can guarantee that you personally aren't finding it enjoyable and want to project that and try to use it to represent something more.

#38 Walluh

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Posted 12 December 2014 - 09:50 AM

Starting to realize attackers shouldn't be trying to beat defenders in kill count. Their mechs are resources to punch the generator.

#39 Lightfoot

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Posted 12 December 2014 - 10:46 AM

Except for the first match I have won all my Drops. Attack or Defend. :ph34r:

For Attacks always Zerg them. If you can hold one gate and are winning on Kills, keep that up, if losing on Kills you have to have a 12 player Zerg on the Cannon, but always Zerg-rush because they are all together around the Cannon. Defense is just prepare for the Zerg-rush.

#40 Satan n stuff

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Posted 12 December 2014 - 11:43 AM

View PostKavoh, on 11 December 2014 - 08:49 PM, said:

A coordinated deathball against a uncoordinated pug defense can win. But defense (especially on the non snow maps) have a huge advantage.

A majority of the defense games won btw. Its tug-o-war on the planetary records and every time defense wins the attackers number goes back down towards 0 I do believe.

Well my team failed to attack a planet and the win counter went down by 1, so guess it doesn't work that way. Would be terribly imbalanced if it did anyway.





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