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Orbital Gun Health


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#1 Lord de Seis

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Posted 12 December 2014 - 08:44 PM

I say it should be doubled, to try and limit the rushing of the Orbital Gun that we are seeing. Attacking teams are paying little attention to defenders, just running past them and swarming the gun with light mechs. Not exactly what PGI envisioned for community warfare, still made for some good games mind you but when 3 king crabs walk past me not bothering to shoot at me...?

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


#2 Brody319

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Posted 12 December 2014 - 08:47 PM

Change those 2 LLs turrets to 2 PPC turrets. problem solved.

#3 Joe Mallad

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Posted 12 December 2014 - 08:48 PM

lol... just like in their community warfare vid that shows both teams battling it out (outside) of the base as if that was ever going to be a main strategy lol. I have only seen 1 match where the defenders came out to meet the attackers on the rest of the map. And that was because the attackers were down to their last few mechs so the defenders all pushed out to roll the last few attackers in the middle of the map.

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 Scratx

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Posted 12 December 2014 - 08:56 PM

View PostYoseful Mallad, on 12 December 2014 - 08:48 PM, said:

lol... just like in their community warfare vid that shows both teams battling it out (outside) of the base as if that was ever going to be a main strategy lol. I have only seen 1 match where the defenders came out to meet the attackers on the rest of the map. And that was because the attackers were down to their last few mechs so the defenders all pushed out to roll the last few attackers in the middle of the map.

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 Lord de Seis

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Posted 12 December 2014 - 08:57 PM

View PostYoseful Mallad, on 12 December 2014 - 08:48 PM, said:

lol... just like in their community warfare vid that shows both teams battling it out (outside) of the base as if that was ever going to be a main strategy lol. I have only seen 1 match where the defenders came out to meet the attackers on the rest of the map. And that was because the attackers were down to their last few mechs so the defenders all pushed out to roll the last few attackers in the middle of the map.

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 Lily from animove

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Posted 13 December 2014 - 03:23 AM

View PostBrody319, on 12 December 2014 - 08:47 PM, said:

Change those 2 LLs turrets to 2 PPC turrets. problem solved.


No, bcasue then they will miss by PPC travel time.


View PostYoseful Mallad, on 12 December 2014 - 08:48 PM, said:

lol... just like in their community warfare vid that shows both teams battling it out (outside) of the base as if that was ever going to be a main strategy lol. I have only seen 1 match where the defenders came out to meet the attackers on the rest of the map. And that was because the attackers were down to their last few mechs so the defenders all pushed out to roll the last few attackers in the middle of the map.

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 Grantham Besat

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Posted 13 December 2014 - 03:29 AM

If they work like any company I have play tested before they recruit random people and ignore the smart ones Lily. That is why you see broken stuff in games that ruin the fun those that can see it early and warn them are drowned out by the mouth breathers offering money to own it.

Edited by Grantham Besat, 13 December 2014 - 03:30 AM.


#8 kapusta11

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Posted 13 December 2014 - 04:07 AM

You have turrets, dropships and better positions yet that's still not enough to defend against the enemy push? Sorry but, really, L2P.

#9 Aramoro999

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Posted 13 December 2014 - 04:24 AM

View Postkapusta11, on 13 December 2014 - 04:07 AM, said:

You have turrets, dropships and better positions yet that's still not enough to defend against the enemy push? Sorry but, really, L2P.

comment liked

#10 Joseph Mallan

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Posted 13 December 2014 - 04:28 AM

View PostLord de Seis, on 12 December 2014 - 08:44 PM, said:

I say it should be doubled, to try and limit the rushing of the Orbital Gun that we are seeing. Attacking teams are paying little attention to defenders, just running past them and swarming the gun with light mechs. Not exactly what PGI envisioned for community warfare, still made for some good games mind you but when 3 king crabs walk past me not bothering to shoot at me...?
Are you sure of this? It seems to be the one tactic that may just work. Engage teh defenders with a wall of battle and let teh flankers hit the target. Remember this is only the first CW scenario. There is a lot of work to still be done.

#11 Star Witch Esperanza

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Posted 13 December 2014 - 04:29 AM

sacrificing your first wave to destroy turrets and then using your second wave to just dogpile the point actually seems to be a workable strategy and its hard to stop outside of just bodyblocking the opposition.

#12 Joseph Mallan

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Posted 13 December 2014 - 04:52 AM

View PostNephera, on 13 December 2014 - 04:29 AM, said:

sacrificing your first wave to destroy turrets and then using your second wave to just dogpile the point actually seems to be a workable strategy and its hard to stop outside of just bodyblocking the opposition.
Wow, that sounds like selfless team work! How often does it happen???

#13 Kiiyor

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Posted 13 December 2014 - 05:13 AM

View PostScratx, 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 Star Witch Esperanza

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Posted 13 December 2014 - 05:24 AM

View PostJoseph Mallan, on 13 December 2014 - 04:52 AM, said:

Wow, that sounds like selfless team work! How often does it happen???


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 zeves

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Posted 13 December 2014 - 06:36 AM

they actually cant afford playtesters, thats why they invited family members to play test cw

#16 L A V A

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Posted 13 December 2014 - 06:49 AM

View PostNephera, on 13 December 2014 - 04:29 AM, said:

sacrificing your first wave to destroy turrets and then using your second wave to just dogpile the point actually seems to be a workable strategy and its hard to stop outside of just bodyblocking the opposition.


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 Robomomo2000

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Posted 13 December 2014 - 08:26 AM

If you double it's health it needs a bigger hit box. Back shots are hard to come by and they don't last long thanks to turrets and enemy constantly dropping on you.

#18 Brody319

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Posted 13 December 2014 - 08:37 AM

triple its health and just let us shoot the gun itself for reduced damage. Like a closed turret.
Have the engine do Double damage and have that be unarmored so it deals full damage.

#19 Tristan Winter

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Posted 13 December 2014 - 08:48 AM

Uhm, most matches end as a win for the defenders. If you triple orbital cannon health, only the organized 10-12 man groups will have a chance at winning.

#20 Brody319

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Posted 13 December 2014 - 08:51 AM

View PostNicolai Kabrinsky, on 13 December 2014 - 08:48 AM, said:

Uhm, most matches end as a win for the defenders. If you triple orbital cannon health, only the organized 10-12 man groups will have a chance at winning.


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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