

Maps Are One Big Choke Point
#1
Posted 12 December 2014 - 05:05 AM
Where is my wide open landscapes with many different features? This is just an early observation, it was really too laggy to get a good feel for the maps. I still loved dropping 4 mechs and seeing the drop ships come in,,,, although through 10 FPS.
#2
Posted 12 December 2014 - 05:12 AM
now, some other options would be nice, what I don't get is why the defenders really have no way to stop the attackers from taking a gate. it seems rather silly that the attackers can go up to them unopposed and open them and the defenders just twiddle their thumbs waiting.
Almost like there needs to be a way to partially close the gate after it is open so they can't rush through as fast or some way for the defenders to actually fight them back from trying to open the gate in the first place.
the gates are almost useless in a way, all they do is waste some time. All the defense can do is poptart and take a few shots but that doesn't really do anything.
Lag seems to be a problem for everyone right now.
#3
Posted 12 December 2014 - 06:03 AM
one drop assault mode (as per normal) should also be part of the planetary defense/attack mechanic,(only bringing one point while the gate one brings 3 for example) would bring a bit of variety while still staying in the theme of CW.
#4
Posted 12 December 2014 - 06:33 AM
#5
Posted 12 December 2014 - 06:36 AM
Col Kurtz, on 12 December 2014 - 05:05 AM, said:
Where is my wide open landscapes with many different features? This is just an early observation, it was really too laggy to get a good feel for the maps. I still loved dropping 4 mechs and seeing the drop ships come in,,,, although through 10 FPS.
Your wide open maps are not going to be a smart defensive position. Sulfur is a text book "where to set up a defense".
#6
Posted 12 December 2014 - 06:47 AM
Joseph Mallan, on 12 December 2014 - 06:36 AM, said:
the issue in sulfur is the super long tubelike areas you need to walk before you can change the attack vector. whiel defenders just need to walk a small way. This basically makes fake tactics impossible, and timer doesn't even allows this.
So Sulfur is very much a push in and own, or get owned map. There should be more possibility in fornt of the gates to cross the hills, or tunnel them to change your assault path quicklier.
#7
Posted 12 December 2014 - 06:53 AM
Lily from animove, on 12 December 2014 - 06:47 AM, said:
the issue in sulfur is the super long tubelike areas you need to walk before you can change the attack vector. whiel defenders just need to walk a small way. This basically makes fake tactics impossible, and timer doesn't even allows this.
So Sulfur is very much a push in and own, or get owned map. There should be more possibility in fornt of the gates to cross the hills, or tunnel them to change your assault path quicklier.
That's what I said. It is a really good defensible position.
#8
Posted 12 December 2014 - 06:56 AM
#9
Posted 12 December 2014 - 06:58 AM
Felix7007, on 12 December 2014 - 06:56 AM, said:
Not from a Defenders point of view. And I have only BEEN the attacker. If I was setting up a base I would do everything I can to make the attackers have a very bad day taking my house. So No it's not ridiculous at all.
#10
Posted 12 December 2014 - 06:59 AM
#11
Posted 12 December 2014 - 07:03 AM
Felix7007, on 12 December 2014 - 06:59 AM, said:
Page cannot be displayed. Not to concerned with your opinion though. As I said as the attacker I am supposed to be at a disadvantage for assaulting a defensible position. This is a really good defensive point. I am sure (well hopeful) that other might not be as well set up. But for a starter I like beating on this one! Soon we will know how to attack it in our sleep... depending on the Defenders of course.
#12
Posted 12 December 2014 - 07:04 AM
#13
Posted 12 December 2014 - 07:05 AM
Joseph Mallan, on 12 December 2014 - 06:58 AM, said:
Bingo. Attacking is hard. I will say last night when I was defending in a PUG against 12 man teams the complete lack of focus fire was the single biggest reason they lost. It was a free for all almost every match.
#15
Posted 12 December 2014 - 07:09 AM
Joseph Mallan, on 12 December 2014 - 06:53 AM, said:
The Defensive position makes sense. The attacker attacking the base does not. You don't assault a base like that. you siege it. Cut off its supply lines or soften it up from the air first. We can't do that.
#16
Posted 12 December 2014 - 07:12 AM
We are in a hallway 15 yards apart. You have a gun, I have a knife. You have a great defense, I don't have a choice in attack. That's the problem and that's why it's not valid to say "Well the defending team is supposed to have an almost impenetrable defense" and "I would want to defend myself the best I could". Well I want to attack the best I can an can't because I'm in a hallway.
#17
Posted 12 December 2014 - 07:13 AM
Felix7007, on 12 December 2014 - 07:04 AM, said:
If you can't work out some different attack plans then thats your fault, i have at least several plans always for both attack and defense, perhaps you just need more obvious tactics than some of the rest of us
#18
Posted 12 December 2014 - 07:13 AM
I laugh at the bases in SWTOR specifically because they put the shield generator power supplies OUTSIDE the base. Stupidest crap I ever saw. Its defenses set up by a 5 year old. And yet the major buildings are designed with defense in mind. I like that the base is hard to concur.
#19
Posted 12 December 2014 - 07:15 AM
#20
Posted 12 December 2014 - 07:15 AM
ThomasMarik, on 12 December 2014 - 07:09 AM, said:
The Defensive position makes sense. The attacker attacking the base does not. You don't assault a base like that. you siege it. Cut off its supply lines or soften it up from the air first. We can't do that.
No you nuke it from space. And if some general tells you to assault it, thats what you do. Or if your paymaster is paying you to assault it you'd better figure out how to get the job done. You took a Contract yo assault a planet and its defenses. figure it out or lose in the trying.
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