Zerg The Generator Mode Needs To Be Fixed!
#21
Posted 13 December 2014 - 10:37 PM
Attackers can't fight at the gate because the defenders have better firing positions, a chokepoint, and respawn closer. Also, the damn dropships often can shoot people even outside the gate. Attackers can't fight inside the enemy base because turrets and dropship guns will tear them apart (and the defenders respawn closer).
The result is: Attackers can't fight the defenders at all. You either rush the generator as one big mass for a (probably) easy win, or you hang out at the gates and wait for the "Defeat" screen.
Moving the defender respawn back a bit, or at least reducing the range on the defender's dropships would help some, but if they're going to nerf the defense in general they need to also do something to make generator rushes more difficult. I don't know what exactly needs to be done, but it's certainly not optimal for every game to be either a generator zerg for the offense or a 48-mech shooting gallery with a forgone conclusion for the defense.
#22
Posted 13 December 2014 - 10:39 PM
#23
Posted 13 December 2014 - 10:39 PM
There is not enough DPS to shoot through the lagshield when they rush the base all at once
The Sulfurous map the distance between the gate and generator is 5 seconds.
There is only 1 strategy in the entire game for Attackers and that is just rush and ignore mechs... funny and dumb at the same time
#24
Posted 13 December 2014 - 10:41 PM
When its two mixed groups it usually plays out different though.
#25
Posted 13 December 2014 - 11:15 PM
Brody319, on 13 December 2014 - 10:39 PM, said:
Then it becomes a dps race to see if they can kill the generator before you kill them. And they have 3 more tries with the same strat. Not to mention, if that plan DID reliably prevent zerg rushing then there would be no way to win against smart defenders. Even if we assume that generator zerg strats are not OP and can be stopped, we still have the problem of that being the ONLY strategy available for the offense.
#26
Posted 13 December 2014 - 11:18 PM
Nihils, on 13 December 2014 - 11:15 PM, said:
In my experience its the wave you didn't expect coming. Especially on sulfer when they open all the doors, then they rush alpha after you moved to beta.
#27
Posted 13 December 2014 - 11:32 PM
Team Chevy86, on 13 December 2014 - 08:37 PM, said:
We must be doing something wrong
No the issue normal attakcing is extremely hard to impossible, while "rush and shoto omega" is actually a no brian intsant win thats not avoidable.
while the first offers not much conquest for the CW intention, but good battles, the later one is just 100% good for CW conquers but is not much "mechwarrior" or battle at all.
Edited by Lily from animove, 13 December 2014 - 11:33 PM.
#28
Posted 13 December 2014 - 11:36 PM
#29
Posted 13 December 2014 - 11:42 PM
Karamarka, on 13 December 2014 - 10:39 PM, said:
There is not enough DPS to shoot through the lagshield when they rush the base all at once
The Sulfurous map the distance between the gate and generator is 5 seconds.
There is only 1 strategy in the entire game for Attackers and that is just rush and ignore mechs... funny and dumb at the same time
Totally quote.
It's impossible to stop a rush in that sulphorous map. There isn't enough space/time.
#30
Posted 13 December 2014 - 11:42 PM
Rad Hanzo, on 13 December 2014 - 09:17 PM, said:
Yes, that takes more time than a well executed Zerg-rush, but it is also infintely more rewarding too .
Tink aboot dat, me lads ´n lasses .
You are aware that you do not win if you kill all 48 defending mechs.
You still have to actually kill the Cannon within the time limit.
#31
Posted 13 December 2014 - 11:58 PM
Rad Hanzo, on 13 December 2014 - 09:17 PM, said:
Yes, that takes more time than a well executed Zerg-rush, but it is also infintely more rewarding too .
Tink aboot dat, me lads ´n lasses .
Unless the reward is to amass as many planets as possible. The reward isnt all about c-bills now.
We know that a 12 man organized enough to do a zerg rush and win in 5 minutes will be coordinated enough to defend their point where they can get all their c-bills.
Perhaps attackers must kill all the mechs, AND the generator? or, they must sustain a dominating point range before the generator is destroyed... hmm...
Edited by MoonUnitBeta, 14 December 2014 - 12:04 AM.
#32
Posted 14 December 2014 - 12:02 AM
#33
Posted 14 December 2014 - 12:48 AM
kapusta11, on 14 December 2014 - 12:02 AM, said:
So then explain to me how blowing up a generator despite the fact you are probably still outnumbered at the end gives you control over the complex??
I just had a match, lost, we were winning 32-15 and they win because some guy in a spider gets behind the generator and blows it up. Despite them being still drastically out numbered, they take control of the base??
It might be a tactical victory, its certainly not an absolute one
#34
Posted 14 December 2014 - 12:49 AM
#35
Posted 14 December 2014 - 12:56 AM
However, since it is the first rush, you need to decide if you want to go long range defense using LRMs or short range defense using SSRMs.
#36
Posted 14 December 2014 - 01:07 AM
You need to make sure you've got a clear command and a plan to deal with zerging when you're on defense. You need 2 or 3 lights in every wave ready to hop up on the gen.
You need to learn to read attempts by the other team to clear turrets in prep for a zerg rush. Also when the other team has 2 pushes with heavy/assaults, they only have tonnage for 2 waves of lights left.
Pay attention to enemy tonnage usage, don't get too far up from base. Have your scouts at the gate call enemy composition.
It's not by any stretch impossible. Winning in assault is hard though. This keeps planets from flipping too quickly.
#37
Posted 14 December 2014 - 01:46 AM
Nihils, on 13 December 2014 - 11:15 PM, said:
Yesterday i fought twice against the same 12man doing the light rush on Sulphur. Second match against them i warned my PUG team and we set up an Omega defense. Although we succeeded in destroying that wave they still took Omega down to 50%.
Guess they were irritated because it took several minutes until their second wave arrived. This time it was a mixture of lights and fast mediums. Lights blew up the gate generator and then they did a combined push. The mediums had enough armor and firepower to survive long enough to finish off the job.
When you know the light rush is incoming you may have a chance setting up a proper defense. However, if your team is not prepared there is no chance of stopping them.
#38
Posted 14 December 2014 - 01:53 AM
On the attacking side, long range sniping combined with a strong mid-game push works well. You have to have some patience and whittle down the defenders before you push.
Edited by Lord Ikka, 14 December 2014 - 01:55 AM.
#39
Posted 14 December 2014 - 01:59 AM
Oh and
http://mwomercs.com/...ckers-cant-win/
this thread called. It wants to know how attackers can't be stopped since that thread's title is attackers can't win.
You guys are hilarious sometimes.
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