

Base Gates Almost Useless?
#1
Posted 14 December 2014 - 07:41 PM
I feel like you could remove the gates and just have a chokepoint with 2-3 turrets and nothing would really change. As they are now maybe having an option for the defending team to somehow repair the generator and reclose the gate again would be useful. Or another turret or two close to the gates to help defend, though long range fire would take them out pretty fast.
What do you think? Would it be nice to have a gate that actually keeps the enemy team out rather than something that's a mild inconvenience for them.
#2
Posted 14 December 2014 - 07:57 PM
#3
Posted 14 December 2014 - 08:07 PM
what they should do is move the generators outside of the walls. Have the first wave of defense mechs be placed outside. Then those huge paths would be worth something, the enemy would have to defeat the first wave if they wanted to kill the generators.
#4
Posted 14 December 2014 - 08:11 PM
#5
Posted 14 December 2014 - 08:18 PM
#6
Posted 14 December 2014 - 09:44 PM
#7
Posted 14 December 2014 - 09:46 PM
Helsbane, on 14 December 2014 - 09:44 PM, said:
Jumpjets will free you from your silly walls.
#8
Posted 14 December 2014 - 09:52 PM
#9
Posted 14 December 2014 - 10:00 PM
#10
Posted 14 December 2014 - 10:10 PM
Edited by IIIuminaughty, 14 December 2014 - 10:10 PM.
#11
Posted 14 December 2014 - 11:10 PM
#12
Posted 15 December 2014 - 12:04 AM
#13
Posted 15 December 2014 - 12:37 AM
Adamski, on 14 December 2014 - 11:10 PM, said:
For me it's not as much about making defense stronger, because it can be pretty stong as it is, it's more about the basically pointless gates. I know it's just a game, but no one in their right mind would put that much time and resources into a defensive fortification that can be circumvented with so little effort.
At the very least add 2-3 more turrets to the gate area so more than one mech is needed to disable the generator.
Edited by KrazedOmega, 15 December 2014 - 12:37 AM.
#14
Posted 15 December 2014 - 01:23 AM
The gate could be doubled/tripled in HP since it will be far easier to hit. And there could be a smaller generator somewhere behind the gates that can be destroyed fairly easily by a ninja light on a suicide mission.
This way it give options to both attackers and defenders.
Defenders can try and hold the gates for a while, or just let the attackers break it down with minimal fighting.
Attackers can beat the doors down, or try to sneak in some lights for a very fast open.
#15
Posted 15 December 2014 - 01:28 AM
Edited by kapusta11, 15 December 2014 - 01:29 AM.
#17
Posted 15 December 2014 - 01:58 AM
yet the gates iself are not a real place of battle before opened- defenders don't have a real position to fight form the gates, only a few rare otherwise you need a light able to cllimb the hill. and yet attackes have not even better.
Kinda makes me wonder who build this kind of nonsense defense, tactical warfare seems to be lostech.
The gates should look like this (just more futuristic):

able to hide a big mech behind the high parts. this would make them a wanted area to defend form. While attackers should ahve some deployed coverage.
and maybe isntead of a generator, the parts of it should be destructable. (But detsructable terrain is atm, irrc not possible)
But right now the gates hinder the defenders nearly as much as the attackers. The Vaults gate on the left side (from attacker view) is basically pointles as a defender because you can not take position at the gate an batlle unles sits open. All its good for is a sniperbattle form the hill in the middle of the defenders map part. Yet those sniping also works for the attackers, meaning the gate rarely has any defensive purposes.
Edited by Lily from animove, 15 December 2014 - 01:59 AM.
#18
Posted 15 December 2014 - 02:05 AM
kapusta11, on 15 December 2014 - 01:28 AM, said:
It is possible only on Boreal Vault.
On Sulfurus Rift you can destroy the generator at C3 while rushing the gates. We had 3xTDR-9S with ERPPC and we didn't even stop running. The gate turret did not have the time to open (if you destroy the generator the turret will never open).
The defenders should be able to fire from behind every gate on every map. You just have to raise some terrain to enable that.
Edited by Kmieciu, 15 December 2014 - 02:07 AM.
#19
Posted 15 December 2014 - 02:25 AM
The thing that gets me, is that on the hot yellow map, it's easy for attackers to move to certain spots and kill the generators without more than one or two of the defenders at a time being able to do much about it, whereas on the snow map, in complete contrast, the defenders have a very easy time lining up such that any mech poking up in order to hit a generator can be hit by 6+ mechs at any given time.
A little bit of changes in the elevation of the generators on *both* maps (or the eleveation of the terrain approaches to get line of sight on the generators) could go a long way in balancing this out, I think.
Edited by Telmasa, 15 December 2014 - 02:27 AM.
#20
Posted 15 December 2014 - 02:50 AM
You have to admit that it would be nice to have some maps with some real fortifications system in place and give the attacking side more drops.
Any proper defense should indeed have a defended vs equal # attackers end with the attackers getting their butts kicked, that's why assaulting castles was either done with a vastly superior army or by waiting them out.
have a map with the defenses bases on the star fortification design (just cut in half so that the assault comes from only one side

it makes for an incremental approach with a mix of long range and brawler action. It solves the zerging problem as the approach routes are long and with little cover.
Give attackers more tonnage with a limit of 8 mechs and you should have an even sided battle.
I mean, just look at history for some well designed and interesting places for these types of battles. You don't need to reinvent what has been studied for centuries...
Edited by Saobh, 15 December 2014 - 02:51 AM.
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