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Attackers Can't Win


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#21 pwnface

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Posted 12 December 2014 - 06:30 PM

Night's Scorn has had much success in attacks against live opponents, I think we've only lost 1? It is a complete waste of time though to have you drop against no opponents and just storm the base and kill the objective freely. They should just give us an attack point without even putting us in a match.

#22 CMDR Sunset Shimmer

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Posted 12 December 2014 - 06:32 PM

Attackers definately have the hard end of the stick.

But it's not impossible. Proper tactics will win the day. Keep in mind also that we're all new to this, and that it's always easier to defend, than to attack.

At the end of the day, the better orginized team is going to win, either way.

I DO think that turrets could use a slight tone down of health, not much mind you, but they feel a bit too resistant to attack. [I don't mind that the initial gate turrets are strong, but the further in you go, they just feel a bit like having some extra laser mechs on your team, which is a bit much of a counter balance against Attackers... tone down the base defenses a smidge, and we'll be where we need to.] Also those turrets, are a bit TOO accurate.

But again, it's not impossible, and I've played several matches today and have felt that the game is the most enjoyable it has been in a long time.

#23 mania3c

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Posted 12 December 2014 - 06:37 PM

View PostShar Wolf, on 12 December 2014 - 06:29 PM, said:

Every time I have defended - that the attackers have completely ignored the Defending players and simply rushed the cannon.....


We have lost within 10 minutes.


Every match I have played where we attacked....

My attacking team has stalled out at the choke points and lost.



Lesson?

Coordinated attacks beat out EVERYTHING.


Reason?
Imagine the escort quests in ANY game...

Now imagine if the attackers ignored you.... and shot the escortees.

it's not really coordination..but cheesing whole attack defense mechanics ...there is just no way attackers can win in fair fight...they can't push..they can't get advantage over time..there is only one objective..destroy generator..only way to do it..is just rush..ignore everything and hope for the best..

but defending tactics will emerge..can you image all defenders stacking close to generator? it will be hell of the brawl..but defenders will spawn directly next to generator..and attackers 3-4 minutes from the fight..

in the end..any competent defenders will never ever lose.

I believe there is too much bad designs and sadly..we will just get band aid to somehow balance it out..

Edited by mania3c, 12 December 2014 - 06:38 PM.


#24 Alaskan Nobody

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Posted 12 December 2014 - 06:39 PM

View Postmania3c, on 12 December 2014 - 06:37 PM, said:

it's not really coordination..

True - but it takes SOME coordination to not fall apart at the choke points

Hence me listing my infamous pugging not being able to pull it off. :lol:

#25 Mystere

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Posted 12 December 2014 - 06:39 PM

View PostTop Gun Killer, on 12 December 2014 - 06:20 PM, said:

That's a Neg. Mystere I love really good matches in any case losing 12-11 or winning 12-11 i think it makes for a better game and alot more enjoy able IMO. so if you think this post is about someone wanting a easy win you are posting on the wrong topic but thanks for the feedback.
my post is that with the way CW is currently if is just about impossible to win a match ( i know you can win when no one is home so if you are making a post saying you own 3-6 of your attacks and 3 of them no one was home then please dont comment on this thanks) until they make some changes like lower the range and on the dropship and add more fire power to it to make up for the lost range and either take out a few turrets or lower their the HP or Dmg it is going to be a insane battle just to get a win for attackers while it will be a cake walk for the defenders.


I won my first match last night as an attacker while playing solo, and there were enemies actually shooting back.

I lost my second match, this time as defender, because the rest of the team decided to derp in one corner while the enemy went around and destroyed the orbital cannon.

As such, your "Attackers Can't Win" statement is obviously pure hyperbole.

#26 IIIuminaughty

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Posted 12 December 2014 - 06:39 PM

not much strategy into attacking. The gates and defensive position is far too close on the snow map while the orbital cannon from cybertron is alllll the way in the back. the best map for both sides is Sulfer side...i have yet to seen an attacker win on the other map

#27 Alaskan Nobody

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Posted 12 December 2014 - 06:40 PM

View Postmania3c, on 12 December 2014 - 06:37 PM, said:

I believe there is too much bad designs and sadly..we will just get band aid to somehow balance it out..

THAT I will have to disagree with you on

#28 mania3c

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Posted 12 December 2014 - 06:45 PM

View PostShar Wolf, on 12 December 2014 - 06:40 PM, said:

THAT I will have to disagree with you on

with what? there are too many bad designs? oh ..where to start..

#29 Alaskan Nobody

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Posted 12 December 2014 - 06:46 PM

View Postmania3c, on 12 December 2014 - 06:45 PM, said:

with what? there are too many bad designs? oh ..where to start..

How about the fact that I have yet to see a game that WAS NOT?

Has not stopped any of them (Halo for example - or TF2) from being successful.

#30 mania3c

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Posted 12 December 2014 - 06:48 PM

View PostShar Wolf, on 12 December 2014 - 06:46 PM, said:

How about the fact that I have yet to see a game that WAS NOT?

Has not stopped any of them (Halo for example - or TF2) from being successful.

well ...not sure what you want to prove...both halo and tf2 had millions players.. i would be surprised if MWO has 100k players..and this CW mess wont help it much..

#31 Alaskan Nobody

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Posted 12 December 2014 - 06:54 PM

View Postmania3c, on 12 December 2014 - 06:48 PM, said:

well ...not sure what you want to prove...

Not sure what you want to prove either
Especially since I am not the one attacking YOUR posts

I made a comment about my experience so far - and my thoughts on why.

You.... seem to be taking offense to them.

Might want to think about that - and if that is not how you are meaning to come across....

Might want to think about that.

Edit:
As far as those other games goes...

What part of THEIR launch helped them?
The only thing I can say about TF2 is that it, at least, does not even try to pretend to be anything other than a generic PVP FPS

Edited by Shar Wolf, 12 December 2014 - 06:56 PM.


#32 Lord de Seis

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Posted 12 December 2014 - 07:31 PM

View PostStRohl, on 12 December 2014 - 05:31 PM, said:

Turrets aren't overpowered and im glad the drop ships have turrets too. Have seen plenty of successful attacks.


I have played a grand total of 2 games but one was a successful defence and the other a successful attack. I got killed by a dropship which upset me :P

#33 Kell Commander

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Posted 12 December 2014 - 07:36 PM

I haven't played and Clan vs IS matches, but in IS vs IS, I've seen the attacker win once in about 10 matches. From what I've heard on the Clan front, it seems balanced. From what I've seen on the IS vs IS front (granted a small sample size) the defender seems to have too much of an advantage.

I use the word seems because I cannot see how every team mate is playing and I personally think I have a weak link in my group of 4 mechs (just spent all my cbills on modules for 4 mechs so I'm poor now) which could also contribute.

It seems like defender in IS vs IS had too big of an advantage. This is only based on what I've seen though.

Edited by Kell Commander, 12 December 2014 - 07:37 PM.


#34 ImperialKnight

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Posted 12 December 2014 - 07:37 PM

TheB33f disagrees



#35 aniviron

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Posted 12 December 2014 - 07:44 PM

I'd really rather not see any hasty drastic changes made. Yeah, attacking can be hard right now, but nobody knows how to attack properly right now. Even with that being the case, today I've seen far far more successful attacks than yesterday night; people are learning that you can't have a slow deathball that kills its way to the objective, you have to actually complete your objective even at the cost of your own mech.

If anything, I expect that within a month it's going to be too easy for the attackers; but on the whole, I think it's going to turn out to be surprisingly well balanced.

#36 Alex Warden

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Posted 12 December 2014 - 08:13 PM

it´s posible to win an attack..it´s just pretty tough (or very cheesy :) )

#37 mania3c

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Posted 12 December 2014 - 08:20 PM

View Postaniviron, on 12 December 2014 - 07:44 PM, said:

I'd really rather not see any hasty drastic changes made. Yeah, attacking can be hard right now, but nobody knows how to attack properly right now. Even with that being the case, today I've seen far far more successful attacks than yesterday night; people are learning that you can't have a slow deathball that kills its way to the objective, you have to actually complete your objective even at the cost of your own mech.

If anything, I expect that within a month it's going to be too easy for the attackers; but on the whole, I think it's going to turn out to be surprisingly well balanced.

you are wrong...just basic logic will reveal how whole system is flawed..noone knows how to attack..AND defend..defending will be always easier in this system..and how PGI designed it..completely ********.. if any good attacking tactics will emerge.. better defending tactics will show too and again..attackers will have no chance to win..against competent defenders..

#38 aniviron

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Posted 12 December 2014 - 08:23 PM

View Postmania3c, on 12 December 2014 - 08:20 PM, said:

you are wrong...just basic logic will reveal how whole system is flawed..noone knows how to attack..AND defend..defending will be always easier in this system..and how PGI designed it..completely ********.. if any good attacking tactics will emerge.. better defending tactics will show too and again..attackers will have no chance to win..against competent defenders..


Yep, just flat out wrong.

You know, except for the fact that of the last six matches I have played, the attackers have won five because we're on comms or the other team is on comms and it's incredibly easy to bumrush the generator. With stormcrows and timberwolves running in and not even engaging the enemies, the generator almost always falls within ten minutes.

The only times the defenders are winning in games I am playing now are when the attackers all turtle up, play peekaboo and snipe around, and wind up getting lots of kills but no damage on the generator.

#39 CMDR Sunset Shimmer

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Posted 12 December 2014 - 08:23 PM

View Postmania3c, on 12 December 2014 - 08:20 PM, said:

you are wrong...just basic logic will reveal how whole system is flawed..noone knows how to attack..AND defend..defending will be always easier in this system..and how PGI designed it..completely ********.. if any good attacking tactics will emerge.. better defending tactics will show too and again..attackers will have no chance to win..against competent defenders..


Defending is ALWAYS easier, by logic.

You have a fortified position, you are defending, which means you get to pick when, and where, you engage the enemy.

That's just how combat works. Don't believe me, go play arma.

#40 mania3c

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Posted 12 December 2014 - 08:30 PM

View Postaniviron, on 12 December 2014 - 08:23 PM, said:


Yep, just flat out wrong.

You know, except for the fact that of the last six matches I have played, the attackers have won five because we're on comms or the other team is on comms and it's incredibly easy to bumrush the generator. With stormcrows and timberwolves running in and not even engaging the enemies, the generator almost always falls within ten minutes.

The only times the defenders are winning in games I am playing now are when the attackers all turtle up, play peekaboo and snipe around, and wind up getting lots of kills but no damage on the generator.

Again..you are also wrong..

I was too in successful attack and won..you know why? because cheese and defenders didn't even know, what is the objective.. (yes..they were asking in chat)

Look, I don't need to write all advantages defenders has..it's too many...but to make it short...if you found tactics which work now for attacking..it's only because defenders didn't found perfect tactics for defense..but it exists.. just keep close to generator after first wave of mechs is eliminated ... it's god damn easy.. yes..my half ******** pug team was able to win defense against premade no problems..we just wrote "stay back in the base lol" and that was it..even when they pushed us..we respawned right nexto to generator..they several minutes back in the spawn points..

basically..only way to win as attacker is to have stupid defending team...team with same experience and skill...will never ever EVER lose as defenders in this system..

View PostFlash Frame, on 12 December 2014 - 08:23 PM, said:


Defending is ALWAYS easier, by logic.

You have a fortified position, you are defending, which means you get to pick when, and where, you engage the enemy.

That's just how combat works. Don't believe me, go play arma.

Arma has tons of tactical possibilities..

Edited by mania3c, 12 December 2014 - 08:31 PM.






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