Zerg The Generator Mode Needs To Be Fixed!
#1
Posted 13 December 2014 - 08:32 PM
#2
Posted 13 December 2014 - 08:37 PM
We must be doing something wrong
Edited by Team Chevy86, 13 December 2014 - 08:37 PM.
#3
Posted 13 December 2014 - 08:38 PM
#4
Posted 13 December 2014 - 08:39 PM
#6
Posted 13 December 2014 - 08:44 PM
#7
Posted 13 December 2014 - 08:44 PM
Alwrath, on 13 December 2014 - 08:32 PM, said:
This damn game is too hard to ballance!
Attacking is very hard when you are a group of randoms, but GG close when you have 12 people in teamspeak zerg rushing.
Lrms are not very effective vs 12 man coordinated teams, but broken cheats vs random disorganized purgers.
For balance this game needs VOIP, and an overhauled command system. Rewards for following commands would be a great addition also.
#8
Posted 13 December 2014 - 08:47 PM
#9
Posted 13 December 2014 - 08:50 PM
The key is where to place your firing line, especially your heavy and assaults that are not mobile.
We placed our's where the dropships and base turrets could cover our line.
The fact that most of the players on my team could shoot light mechs without much difficulty helped too. But it's not undoable.
Communication is key too. Someone has to scout and call out the incoming rush so people can get ready for it. Watch each gate and call it
#10
Posted 13 December 2014 - 08:51 PM
#11
Posted 13 December 2014 - 09:10 PM
And to the people who simply rush all the time, maybe realize that you're abusing a known problem and try having a fight? Instead of going for the cheapest win and shouting "ggclose" and moving on to the next. Not fun for anyone involved.
#12
Posted 13 December 2014 - 09:13 PM
Kanatta Jing, on 13 December 2014 - 08:39 PM, said:
Yes, a lot of people assume that attacking involves shooting the defending mechs.
Not sure why though.
Maybe because its a mech game, not a banzai and shoot a gen game. Sure, thats the objective, but its is kinda a cheesy way to win. And its kinda sad that its one of the only ways to win.
TO stop the gen zerg, maybe there should be some degree of auto repair on the turret, or a door you must first breach in order to actually begin hurting omega. Perhaps reduce the number of turrets a little bit to put a little more pressure on the defending forces and less just allowing the turrets to do all the dirty work.
Initially the door turrets should be heavily armed and armored, able to put a smack down, but the turrets in the base should maybe be dual ML turrets and maybe a few less overall.
Door Turrets, Gauss Rifles and LRMs to kinda be a *****.
Allow attackers to shoot the door to break in, but make it heavily armored, allow defenders to get up on the walls to kinda actually make the doors a phase of the attack, rather then breaching the doors being almost a given. The current generator door game is derpy.
Past the 1st door, you get into the outer perimeter, after a bit more traveling and shooting some mechs the attackers are met with the next wall, its smaller and less defended, but it has 3-4 doors. Past that are the 2 omegas, not 1....
If the attackers have to actually blast through many layers of the base, the zerg the omega wont work anymore. To counter the buff to the base defense, lower the number of turrets so its on the player defenders to keep their base, rather then the turrets being a reliable deterant, which they are atm...
#13
Posted 13 December 2014 - 09:16 PM
Quote
did they win against a Clan team??
#14
Posted 13 December 2014 - 09:17 PM
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 .
#15
Posted 13 December 2014 - 09:19 PM
LordKnightFandragon, on 13 December 2014 - 09:13 PM, said:
The problem is that the defenders get dropped very often on top of the objective they're defending, which makes it super difficult to actually gain ground against them (especially because the attackers must walk so far to reinforce).
Two changes to help alleviate this:
- Don't make the Defenders respawn directly on top of their objective
- Move the Attacker's drop points forward as the match progresses, based on some measure (such as 'the drop points move forward when the gates are destroyed')
#16
Posted 13 December 2014 - 09:22 PM
#17
Posted 13 December 2014 - 10:00 PM
#18
Posted 13 December 2014 - 10:00 PM
#19
Posted 13 December 2014 - 10:03 PM
pwnface, on 13 December 2014 - 10:00 PM, said:
If you need 12 lights to counter 12 lights, it's f***ing broken.
#20
Posted 13 December 2014 - 10:13 PM
I also think the defender's spawn should be away from the base as well, not quite as far as the attackers have to travel but not in the base cause you can't avoid the dropship guns as it currently stands and we were told before CW kicked off to not get anywhere near the dropship's. Right now that is impossible.
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