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Attacker Wins......everytime?

Balance

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#41 Kavoh

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Posted 12 December 2014 - 11:49 AM

View PostSatan n stuff, on 12 December 2014 - 11:43 AM, said:

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.


Isn't that what I said in my quote :unsure:

#42 Satan n stuff

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Posted 12 December 2014 - 11:53 AM

View PostKavoh, on 12 December 2014 - 11:49 AM, said:


Isn't that what I said in my quote :unsure:

Yeah I must have misread, sorry. :mellow:
I thought it said it goes down to 0.

#43 The Helepolis

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Posted 13 December 2014 - 11:06 AM

View PostSandpit, on 12 December 2014 - 09:39 AM, said:

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.



How presumptuous of you, I've been playing nothing but CW since it has come out. I'm merely providing my own personal feedback unto what could assist in its further improvement. As of now I feel that it is very unbalanced and attacking discourages actual fighting as much as rush tactics. Granted this is beta, so things will of course be patched and balance changes will have to be made. Look around, most people are saying that the attacker's mechs are nothing but resources to be spent to damage the generator rather than actual worthy units. Attacking your way into the defenders base in a war of attrition almost completely works against the attackers. Let alone the thirty minute time frame the attackers have to play to.

The attackers have to
Destroy a gate generator
Destroy turrets
Hide from powerful dropships
Destroy mechs if at all possible (Best to leg them so they don't pursue towards gauss cannon)
Charge in unison, almost everyone also has to bring smoke.
Do all of this within a 30 minute time frame where the opposition has the same amount of mechs as you do, same amount of respawns and dropships that land right next to the objective site. Meaning that any mechs you kill on the way there, will respawn at the LZ in a whole new fresh mech against battered attackers.

The Defenders have
Turrets, numerous sources of cover, dropships that land a stone throw away from final objective. A thirty minute time frame they can let run out and win. A hard to reach final objective that is easily defended if not being raptor pack rushed.



As said, beta is beta, and I have nothing but love for the fact CW is finally here. But some serious alterations are going to need to be made to prevent obvious exploitation.

#44 LordKnightFandragon

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Posted 13 December 2014 - 11:55 AM

Well, ive played defense 2 times, 1 on each suplher rift and the winter map.

From what I can tell, the Sulpher Rift map is alot harder to defend. SUlpher rift the target is alot closer to the gates then on the winter map. Plus, there is 3 ways to get in and there is alot better cover for the attackers to get to the ODG.

On the Winter map, the attackers have alot further to run, they have alot worse cover, its pretty open, the gun is way in the back ringed by turrets, so its hard to get in and shoot it.

Has anyone kept track of which map it is they are on when they win Atk/Def?

I think the SUlpher rift map should be reworked a bit, maybe move the gates further away, make better use of all that space on the map. It seems like the banzai charge works pretty well on that map, if not by wave 1, but wave 2, 3 and certainly by 4 you can simply rush in and shoot the gun down and kill it just by charging. The Winter map, rework it a bit to maybe give the attackers a bit better overall cover.

Seems the ideal tactic to win and almost ensure victory is for the attackers to simply blob and deathball the gun over and over till they kill it.

#45 Rush Maguin

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Posted 13 December 2014 - 12:04 PM

I attacked twice and defended once last night. Lost all three games and by a wide margin. (Player bickering contributed, I'm convinced).

Therefore, there is no "_______ every time."

Simple.

#46 athlonduke

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Posted 13 December 2014 - 12:10 PM

Assault without being lame (12x lights or something) seems to be the win every time. if you try to play the game, you'll lose pretty damn bad as assault

#47 Sandpit

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Posted 13 December 2014 - 12:47 PM

View PostThe Helepolis, on 13 December 2014 - 11:06 AM, said:



How presumptuous of you, I've been playing nothing but CW since it has come out. I'm merely providing my own personal feedback unto what could assist in its further improvement.

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





I can almost guarantee those people played defender exclusively.





No sir, I presumed nothing. I called you out for making a blanket statement regarding people posting to completely dispute your ideology that "attackers win EVERY time" because blanket statements like that are silly hyperbole and are completely inaccurate.

#48 Lukoi Banacek

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Posted 13 December 2014 - 12:50 PM

View PostLightfoot, on 11 December 2014 - 08:46 PM, said:

So after a 20 minute wait we defending PUG-ies dropped against a 12 player team, surely on comms. We got 17 kills to their 5 kills, but they won. They won because the Attackers are tasked with only Capping while the defenders are tasked with killing 48 mechs... to defend the Generators and Base. It's just balance maybe, but they destroy the Generators in about one minute and the Generators are outside of the base defensive walls. Well, they have to be, but taking out the generators is not any problem. It's didn't seem to be a challenge for the attackers.

I don't have any answers yet, but just checking the Planetary records reveal that the Attackers are usually winning. Someone said the successful Defenses are calculated as minus one attack.

It will take a few days for players to learn successful tactics either way.



You should talk to the OP of this thread: http://mwomercs.com/...gainst-attacks/

#49 Sandpit

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Posted 13 December 2014 - 12:52 PM

View PostLukoi Banacek, on 13 December 2014 - 12:50 PM, said:



You should talk to the OP of this thread: http://mwomercs.com/...gainst-attacks/

lol love it when we have two contradicting threads like this going around.

"It's "op"!"
"It's DOA!"

bwahahaha

just shows how silly blanket statements are in the first place

#50 Roster

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Posted 13 December 2014 - 12:58 PM

I would love to see the stats
when the dam game lets me actually play - I usually see
Attacking = automatic loss

If you have tactics for the attackers please post them
other than the don't die and kill them ones

#51 Batch1972

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Posted 13 December 2014 - 01:52 PM

Played 9 invasions yesterday, as a solo pug. Never faced a 12 man. Biggest group was a 10 man. 5 defence, 4 attack. 7 on boreal, 2 on the sulphur map.
The sulphur map felt more balanced - the defence was a close run thing with the attackers switching focus from one ravine to the next. The game where we attacked was just a zerg ball straight for the generator which was no fun - co-incidentally that was with a 10 man.
Never won on attack with the boreal map - never lost on defence. I've found the attacking teams I'm with are very defensive - they sit back trying to play the game like it's skirmish mode and being pugs don't like to listen. you try and organise a push, push and then as you scrape the leftovers of your mech from the ground, you realise that they're still hanging back not doing much....

Are there any other maps? i think they need at least 6-8 for variety with different weather conditions. And some more balancing. Overall it hasn't been too painful. UI needs some serious work tho.

Edited by Batch1972, 13 December 2014 - 01:53 PM.


#52 uebersoldat

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Posted 13 December 2014 - 02:38 PM

Another vote for defense here, we won but it was very close. It's pretty easy to lose your generator's and base.

#53 Aramoro999

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Posted 13 December 2014 - 03:01 PM

The only ay to win attack, is if the other team is completely drunk.
at least on the snow map...

Edited by Aramoro999, 13 December 2014 - 03:01 PM.


#54 Torgun

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Posted 13 December 2014 - 03:13 PM

Yeah snow map is clearly the harder map to win while attacking, the cannon is just so darn far away from the gates the odds are so heavily stacked against you. The only times I've won is when a lucky long bumrush is actually successful.

#55 Batch1972

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Posted 13 December 2014 - 03:26 PM

As much as I hate to say it, they key to winning is working as a team and it seems the more pugs you have the less likely that happens...

#56 One Medic Army

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Posted 13 December 2014 - 04:06 PM

Well, I was earlier part of a 12man completely PUG drop who ended up on defense against a 12man of 151st.

We won against their attack 48-37, it was a bit close at the end with their last push.

#57 Pugnax

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Posted 18 January 2015 - 12:53 PM

I think it's kind of cool that attacking is harder than defending. That's kind of the way it should be. Bases are designed to be defensible and it takes a coordinated attack to bring them down. Therefore PUGS may be more inclined to take defence contracts, while coordinated attackers will be able to match their defensive advantages.





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