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Cw Loopholes Problems And Exploits (Fix Please)


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#1 Glythe

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Posted 12 December 2014 - 02:05 PM

In no particular order.....

1. Airstrikes don't work on the generators for the doors.

2. The snow map's turrets can be completely avoided by going around the sides of the map. Swamp map's turrets are too close together and make a difficult to destroy defense as they are "behind" everything in the middle. Snow maps turrets are spread out but swamp map has overlaying field of fire making light mechs useless unless every turret is down (and there is no one spawning).

3. Drop ships won't shoot at players in an ECM bubble (hence.... 8vs 1 spawn camping)

4. The defend system is broken. From what I can tell the first person to trying making a team for a planet gets "dibs" on defense. Even if a team of 12 pops over instantly to defend the lone guy gets 5 mins to make a team. Exploit: have 1 lone player defending a planet (a spy or 2nd account) then attack it with a 12 man team. From what I've seen you cannot get put against another 12 man pre-made team. It seems as if the game tries to get Johnny solo artist time to make his team first. The problem here is that after 5 mins with no team the enemy gets a win.This could be wrong but listening to the accounts of others trying to actively defend this *may* be the case. If I'm wrong make sure you prevent the exploit I've described because people will do it.

5. You can launch an attack with 12 players with no defense, but can't defend with no attack. It has to be the same for both for "balanced" play". This leads to an all attack strategy.

6. There's no compensation for larger factions (Zerg is the strategy gentlemen). Did you ever play March of War on steam? Don't by the way they nerfed that game and it has problems. Long story short factions with 5:1 odds have to win 5x as many battle "points" to conquer territory. I should add this game too allows scenarios where attackers and defenders can win battles without fighting other players (they play AI).

7. Look at the implications of 4+5. Imagine if 75% of the IS players all joined Steiner. We decide to attack one planet with 50 or so drops. Good luck getting enough players to ever defend that. All your planets are belong to us. So on that note all IS players, switch to Steiner! Clans stick to your loyalty factions.

8. The "last objective" is just way too easy to zerg. You can have about 12 mechs alpha the thing and that's it. Even more so than now this will lead to a strategy where you ignore ghost heat and just run to the Generator to fire one shot (maybe two with override). Do you even Jihad? I think most people would rather have the majority of the gun be a hitbox but make the thing have about 30x as much health as it has right now. This would be good because it would allow attackers to "chip away" at the gun even if they get held at the gate for 25 minutes. More options = more depth in terms of strategy. You could keep the back as a "critical" spot that takes extra damage (less than it does right now obviously if you can shoot it from any direction all the time).

9. The drop ship spawns way too close to the action on the swamp map. You can have 3-5 ships come in and repeatedly strafe attackers. Drop ships need to be in an "out of bounds" area for the enemy team. Maybe they are covered by imaginary ships in orbit (remember we did imagine there was a reason the bases were a square painted on the ground for about a year- how many times did you rescue that daughter?)

10. Planet defense warnings need to say X is being attacked by Y attackers. There need to be timed warnings if you are sitting in defense on that planet. This would allow you to say, "Oh no we only have 2 minutes and need 4 people to defend planet Z."

11. Faction leaders need ways to talk to each other in game. You would know this if you played any large scale "take territory" game..... be it WWII online or Planetside 2. This allows "half-teams" to get together and make an attack on planet Z. The Alternative is that 6 people sit on planet Y for an hour hoping more people come. Please make a new clan position or two called communication officer (let them have faction channel talk rights so they can broadcast messages to get people into defenses). This could be a rank 10-15 faction perk maybe if you didn't want people to make alt accounts to say hey everyone go defend planet Z. "I had my alt tell them in faction chat to all go defend a planet we're never going to attack!"

12. Please add NPC roomba mechs to pick up pieces of dead mechs. The framerates go to hell once you have about 20-40 dead mechs on the battlefield. The wrecks are neat in that they add to the feeling that this is some kind of war but your system can't handle it.

13. You gotta be kidding me on the placement of those generators. Did the Pakled engineering Corps design these bases? We need to have "backdoor" entrances to all the bases that take a long time to reach. Poking over the gates to shoot the generators is just dumb. Why are there no "positions" like a castle for defenders to shoot at attackers? Let's make walls with no paraphets, towers or arrow slits. "Brilliant!"

14. Overall the Snow map is far better balanced than the swamp map. In the swamp it takes too long for attackers to loop around to the gates and defenders can scoot over 100m and be in place to defend. You could fix this by adding elevation to say the bravo gate. Long story short if attackers get to a position in 2 minutes defenders should take 1 minute and 30 seconds..... not 30 seconds or less.

15. This mode aside from all the problems is fun. People sometimes say I have nothing positive to say but I think this mode may redeem the game (once properly fixed)

Edited by Glythe, 12 December 2014 - 02:11 PM.






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