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Community Warfare Issues


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#1 Felix7007

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Posted 12 December 2014 - 05:55 AM

Why are there gates and generators?At the beginning of he match, the defenders jus sit and wait for the attacker to pick a gate to come through. There are not tactics involved. Attackers have to do this weird contortion to look over the gate to hit the generators. Remember, it is the attacking team's objective to hit the generators and the defending team's to defend it. Its not good placement if the gate is so high that the defending team can't see the attacking team and the attacking team cant see the generators. The only intuitive thing you can do here is the same as finding your way out of a paper bag. Once the gates are open, he game turns into a MOBA like league of legends. You are fighting down a hallway. Your only tactics are, which hallways, how may, how fast. There is no flanking, remember, hallway. Therefore the best and only tactic you can use is rushing and nothing intuitive. The best possible attack is everyone pushing through one gate strait to the base and the best defense is everyone sitting on the base waiting.

What should be implemented:

Currently it is laid out from the defender point of view, Base, spawn point, generators, gates, enemy team. It should be base, gates, generators, spawn point directly in front of gates then the enemy team. Or just get rid of gates and generators and have a base with defenses. Or even better, gates that can be destroyed and generators that need to be taken down because they provide a shield for the base. It was a real let-down for my unit to see it the way it is. Most of my unit have been waiting a long time for this moment and were happy but let don at the current design and signed off way early last night.

Edited by Felix7007, 12 December 2014 - 06:06 AM.






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