Edited by Lord de Seis, 12 December 2014 - 08:44 PM.


Orbital Gun Health
#1
Posted 12 December 2014 - 08:44 PM
#2
Posted 12 December 2014 - 08:47 PM
#3
Posted 12 December 2014 - 08:48 PM
Not once have i seen any one battle happen where both sides are battling in the center of the map outside of the base, like how its shown in the video lol.
Edited by Yoseful Mallad, 12 December 2014 - 08:49 PM.
#4
Posted 12 December 2014 - 08:56 PM
Yoseful Mallad, on 12 December 2014 - 08:48 PM, said:
Not once have i seen any one battle happen where both sides are battling in the center of the map outside of the base, like how its shown in the video lol.
Well, I've met defenders outside the base... in a group of 12 light mechs aiming at legs.
They took surprisingly high casualties, but still, dished out more than they took and more importantly, it was completely anti-fun, especially due to the broken hit-reg. (inb4 "get good or get rekt" ppl, which this isn't actually about)
There is one major issue against having defenders outside the base... it's the fact the gates are closed, so only jumpjet mechs can get out until the attackers get there and blow the gates open. Naturally, rushing out of the gates is probably a suboptimal choice at that point because you'll be running into a prepared position.
It's just plain better almost every time for the defenders to stick to defending the base. After all, if you DO break out, where are you going? The spawns? No thanks, don't want to eat dropship fire...
#5
Posted 12 December 2014 - 08:57 PM
Yoseful Mallad, on 12 December 2014 - 08:48 PM, said:
Not once have i seen any one battle happen where both sides are battling in the center of the map outside of the base, like how its shown in the video lol.
I have seen a couple matches like that but it was the first night, people have obviously found the quick way to win. I think increasing the health would help prevent this to some amount. This would be a quick solution that might change things.
#6
Posted 13 December 2014 - 03:23 AM
Brody319, on 12 December 2014 - 08:47 PM, said:
No, bcasue then they will miss by PPC travel time.
Yoseful Mallad, on 12 December 2014 - 08:48 PM, said:
Not once have i seen any one battle happen where both sides are battling in the center of the map outside of the base, like how its shown in the video lol.
that makes me wodner a bit, with what circle of gamers they actually initial test these maps, because live servers nearly instantly show the flaws. While testing seems not trying to make extreme tactics and see if that can destroy the basic idea if CW.
But i guess that will get corrected.
Edited by Lily from animove, 13 December 2014 - 03:25 AM.
#7
Posted 13 December 2014 - 03:29 AM
Edited by Grantham Besat, 13 December 2014 - 03:30 AM.
#8
Posted 13 December 2014 - 04:07 AM
#10
Posted 13 December 2014 - 04:28 AM
Lord de Seis, on 12 December 2014 - 08:44 PM, said:
#11
Posted 13 December 2014 - 04:29 AM
#12
Posted 13 December 2014 - 04:52 AM
Nephera, on 13 December 2014 - 04:29 AM, said:
#13
Posted 13 December 2014 - 05:13 AM
Scratx, on 12 December 2014 - 08:56 PM, said:
Well, I've met defenders outside the base... in a group of 12 light mechs aiming at legs.
They took surprisingly high casualties, but still, dished out more than they took and more importantly, it was completely anti-fun, especially due to the broken hit-reg. (inb4 "get good or get rekt" ppl, which this isn't actually about)
There is one major issue against having defenders outside the base... it's the fact the gates are closed, so only jumpjet mechs can get out until the attackers get there and blow the gates open. Naturally, rushing out of the gates is probably a suboptimal choice at that point because you'll be running into a prepared position.
It's just plain better almost every time for the defenders to stick to defending the base. After all, if you DO break out, where are you going? The spawns? No thanks, don't want to eat dropship fire...
There needs to be an optional defender objective/s outside the gates. Perhaps a dropship beacon that can be destroyed, or an ECM screen that can be powered up.
If you complete the defender objective, it could add 10 seconds to the attacker's dropship rotation?
#14
Posted 13 December 2014 - 05:24 AM
Joseph Mallan, on 13 December 2014 - 04:52 AM, said:
Given that it worked against a pretty serviceable defense when i saw it, i anticipate seeing this happen a lot more against teams that dont gravitate directly around the cannon instead of having some sort of forward defense.
#15
Posted 13 December 2014 - 06:36 AM
#16
Posted 13 December 2014 - 06:49 AM
Nephera, on 13 December 2014 - 04:29 AM, said:
We did this a number of times and it works quite well.
Assault defenses and take down the gate generators and turrets. Respawn as lights and take out the Canon... Zerg rush it and drop strikes.
Had this done against use and though we were able to destroy their second/third wave, the amount of artillery strikes was just too much to handle and we lost.
Early days though.
#17
Posted 13 December 2014 - 08:26 AM
#18
Posted 13 December 2014 - 08:37 AM
Have the engine do Double damage and have that be unarmored so it deals full damage.
#19
Posted 13 December 2014 - 08:48 AM
#20
Posted 13 December 2014 - 08:51 AM
Nicolai Kabrinsky, on 13 December 2014 - 08:48 AM, said:
I said you could shoot any part of the gun itself and deal reduced damage. If you wanted too a team could just focus fire it down from a distance. It really doesn't have that much health right now. Would give the clans some much needed help, since they have a range advantage. but with the current map designs they are almost always brawling with the enemy.
with IS quirks its really hard to out brawl 12 IS mechs.
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