Many have voiced that they want more 'battletech' style battles (where the attackers attempt to overrun the defenders by actually engaging the defenders instead of simply running past them). The issues are thus:
- While the number of mechs on the field has quadrupled, the amount of time available to engage them in has not.
- Defenders spawn directly atop of the objective they are to defend
- Attackers spawn far from the objective
- Chokepoints increase the effectiveness of air and artillery strikes
Using slow-moving Assault and Heavy mechs to assault the base is also difficult as an intelligent defending force will maul these large mechs with Air and Artillery strikes as they pass through the doors to the base.
If the attackers do manage to gain ground, they typically cannot hold it. Assuming that both forces suffer roughly equal casualty rates in a given engagement, the defenders can reinforce their position much more quickly (allowing them to easily overrun the remaining attackers before the Attacker's reinforcements can arrive). Even if the Attackers manage to completely wipe out a defending team, they'll be facing fresh defenders within 30 seconds.
Since the Attackers and Defenders have the same number of mechs available to them, a war of attrition favors the defenders (especially since they receive support fire from turrets and incoming dropships).
Ways to fix these issues including:
- Moving the Defender respawn points away from the base
- Moving the Attacker respawn points closer to the base as the battle progresses (for instance, having a secondary drop port on the map that the attackers can capture, and if they do, can choose to spawn there)
- Reducing the number of mechs available to the Defenders (for instance, bring 4 mechs, only drop with 3 - I realize this can easily be abused)
- Increasing the width of the gates
That said, I think Invasion is a nice change of pace from the regular battles we've seen. I'm really enjoying CW so far, I think there simply needs to be a few changes made in order to help get us to that 'battletech/thinking man's shooter' level that PGI is aiming for.