Strig, on 15 December 2014 - 11:38 AM, said:
I agree with you both, just want to make sure that we don't stifle people pointing out things they don't feel are fair ... many of them will be whiners ... but some might point out something that PGI didn't think of and facepalms when they see it ...
Perhaps they wanted you to have to open a gate before even being able to drop the BASE (... like LoL having to make sure you break a tower down to attack an inner tower/generator/nexus).
Perhaps they don't want lights to be able to get stuck "inside" the gun and be able to win with no chance of being destroyed (this one I am almost 100% certain is an "exploit" in the 3rd sense of the word).
I don't mind the "jump the gates" strategy but it does seem like it becomes a little lame, much the way light-rush base caps were in assault ... no one liked them (perhaps a few light pilots got their jollies for a while and raked in a lot of wins). They were a valid way to win, but it encouraged aberrant and undesirable game-play and PGI added defense to mitigate this approach and required a more tactical approach.
I, personally, think there should be something done to make the 12 light base rush a little harder to accomplish. Ideally requiring at least one gate to be opened first.
I NEVER dog out someone who makes a post with constructive feedback, even if I disagree with it.
I've seen the zerg rush in action and personally I just don't see the issue with it. Attacking is extremely difficult with all the base defenses in place. The zerg rush only works with fast moving lights or mediums. Anything else is too slow. Most times I see it working is when the defending team gets spread out and tries to take up position too far forward.
I personally would like to see the gates made higher so they can't be jumped over period but I'd also like ot see more entrance points. 5-6 entrance points would make thigns much more interesting IMO. It would also force both sides to think a little more strategically.
Also adding in a "perch" for defenders that allows a jumping light to take up a crow's nest position and see big areas would be awesome and help prevent that zerg rush tactic a bit also.
Buffing base defenses is just a bad idea IMO. The base defenses are already very stout and buffing them would make it near impossible for anything BUT a zerg rush to win. That's the other side f things. The more difficult you make it for that one singular tactic with buffing damage output for the base, the more near impossible you make it for nearly any other tactic to win.






















