1. is the Zerg rush
2. is the waiting times
3. is the drop ships.
Simple solutions to improve these issues.
1. The Zerg rush.
this is fairly simple. change the mechanic to cap the base to being similar to Conquest. Paint a big circle on the ground, and you have to stand in the circle for "X" amount of time with no enemy in it to cap it. make the area nice and big. Sure enemy teams can still zerg rush for kills - sure they can still dominate the defenders. But as long as the defenders have mechs in the circle the base doesn't get capped. this means the attackers have to either kill the defenders - or as the game starts to wind down - have enough of them dead waiting on respawn. to be able to cap. (or you could do a combo, must cap for 20 seconds to open the shield plate to then be able to shoot it etc etc)
this doesn't mean that it is not worth it to rush the defenders. as if you can rush them, and dominate them, you can force them to respawn and get high levels of kills before your phase is wiped out giving you a tactical advantage for the remaining fight.
It just stops the silly 3 minute zerg rushes that TBH no one really finds a good part of CW - even the teams who use them will admit that they do it because they can - not because its what they honestly think should be a valid tactic.
2. the waiting times
this is also easy. stop with the planet X needs attackers and planet Y needs defenders. instead simply have an option where you choose attack or defend for your faction. you are then put in a queue accordingly and you attack / defend as deemed required by the server. By concentrating numbers the MM should be able to find games for everyone faster. EG oh look Kurita have 12 attackers ready. right which faction has 12 defenders ready - Davion. Right Kurita are attacking Davion.
During peak times this might even allow the Match Maker to actually apportion group sizes or even look at ELO as I am sure the waiting time would decrease by a bucket load.
lets get everyone playing and fighting first and then open up customisation slowly later once people stop leaving the queue after 20 mins.
3. Drop ships.
Drop ships need to have their lasers reduced to ML's or have an area of effect put on them that only shoots mechs within X Area. considering that drop ships are invulnerable having 1 mech die every 30 seconds is actually an advantage to the defenders rather than the disadvantage it should be.
Or they need an error calculation added to the weapons so the weapons don't just hit CT and head. Their perfect aim system is unrealistic. If IS or clans had the technology to have perfect aim systems on drop ships they would be in mechs also a long time ago.
Edited by Zfailboat, 14 December 2014 - 03:49 PM.