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Is The Cw Stategy By Design Rush The Base Ignore Defenders Or Leg/arm Them?


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#1 Athena Pryde

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Posted 15 December 2014 - 08:54 AM

Is the Community Warfare Stategy by design to rush the base and shooting the base, taking pot shots at defenders and trying to leg/arm them on the way in?

Because if you kill the defenders there is a respawn drop ship that drops fresh mechs right by the base and they wipe you out. The drop ship hits really hard too.

#2 Monkey Lover

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Posted 15 December 2014 - 09:39 AM

What im finding even if we wanted to take out the defenders we dont have time. Out of my 12 games we ran out of time 4 times and just went for a rush.

#3 Felix7007

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Posted 15 December 2014 - 09:52 AM

It's really unfortunate that Community Warefare turned into zerg mode. As far as being designed this way? Well, the only evidence I have that says otherwise is the trailer. Defending mechs were outside the gates attacking the aggressors.

Change needs to happen. I was looking forward to and actually want to potentially fight all 48 mechs but with the meta, it does not feasibly allow this.

Edited by Felix7007, 15 December 2014 - 09:55 AM.


#4 Davegt27

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Posted 15 December 2014 - 09:52 AM

I wonder why they added the eject?

I know I have used it since I was already out of ammo

but you are taking a chance of how long it will take for the drop ship to come



#5 Mikros04

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Posted 15 December 2014 - 10:05 AM

Seems to me that it's designed for the attacking team to do all out rush, 4 waves if needed. I supposed PGI didn't expect teams to have little trouble if they just zerg the generator properly.

Matches where this wave mentality played out were the ones that were the most fun for me, though it requires the offense the execute the zerg poorly else they win quickly. Matches where the offense doesn't push and everyone just trades through the gates are pretty boring :(

View PostDavegt27, on 15 December 2014 - 09:52 AM, said:

I wonder why they added the eject?

I know I have used it since I was already out of ammo

but you are taking a chance of how long it will take for the drop ship to come


you answered your own question. I'll add that it's also nice between waves to get a fresh mech if you're cored or otherwise very damaged, for reasons you also stated. If you'll likely die early in the push holding off another rush, get a fresh mech between waves, because you don't want to be waiting to drop during the rush!

Edited by Mikros04, 15 December 2014 - 10:10 AM.


#6 Felix7007

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Posted 15 December 2014 - 10:08 AM

Right, that's another topic. We were all waiting for CW because of the strategies we would have to develop to defeat our opponents. Forcing the attacking team down a set of chokepoints doesn't do much for strategies besides zerging.

I too want to create different strategies and implement them with my unit but the current state of the game does not allow for this.

Edited by Felix7007, 15 December 2014 - 10:10 AM.


#7 Killstorm999999

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Posted 15 December 2014 - 10:10 AM

View PostMikros04, on 15 December 2014 - 10:05 AM, said:

If you'll likely die early in the push holding off another rush, get a fresh mech between waves, because you don't want to be waiting to drop during the rush!


I think that was the intention of eject, but I think the player base has realized its usually better to die/eject during the rush so a drop ship comes in with guns blazing. This is because the attackers have to advance literally right into the drop zone to complete the objective.

#8 Jetfire

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Posted 15 December 2014 - 10:12 AM

The present maps have 2 win modes for attack, either attrition via long range sniping or base rush, turret kill, mech disable.

What CW needs long term is more maps AND more modes. Planets should require taking down the orbital cannons, call it phase 1 for say the first 3-4 tokens, then destruction of mechs in open warfare for say tokens 5-7 and finally capture of mech factories for tokens 8-11. Each would have its own set of maps and different win conditions.

PHASE 1: Tokens 1-4
Present CW mode
5-10 total maps

PHASE 2: Tokens 5-7
Standard Maps in Skirmish mode but with drop ships

PHASE 3: Tokens 8-11
NEW MODE- Capture the Mech Factories
Updated version of conquest with 5-10 new maps, some could be modifications of existing maps
Each Mech Factory would have to be captured and defended from attacking waves.
You would have to secure a minimum number of factories and hold them for the round duration.
Factories would be behind the lines so minimal turret support and no gate defenses.
Reinforcements would both come from afar, no one would have a local drop point.

Edited by Jetfire, 15 December 2014 - 10:20 AM.


#9 Mikros04

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Posted 15 December 2014 - 10:19 AM

My suggestion to nerf the zerg rush tactic would be to require a number of offense players to stay within a certain radius from the generator and survive for a period of time after destroying it.

#10 Mikros04

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Posted 15 December 2014 - 10:22 AM

View PostDeltron Zero, on 15 December 2014 - 10:10 AM, said:


I think that was the intention of eject, but I think the player base has realized its usually better to die/eject during the rush so a drop ship comes in with guns blazing. This is because the attackers have to advance literally right into the drop zone to complete the objective.


ahh yeah good point. I read somewhere a suggestion of replacing the drop ships with hangers that defenders would emerge from instead.

#11 LordKnightFandragon

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Posted 15 December 2014 - 10:24 AM

View PostJetfire, on 15 December 2014 - 10:12 AM, said:

The present maps have 2 win modes for attack, either attrition via long range sniping or base rush, turret kill, mech disable.

What CW needs long term is more maps AND more modes. Planets should require taking down the orbital cannons, call it phase 1 for say the first 3-4 tokens, then destruction of mechs in open warfare for say tokens 5-7 and finally capture of mech factories for tokens 8-11. Each would have its own set of maps and different win conditions.

PHASE 1: Tokens 1-4
Present CW mode
5-10 total maps

PHASE 2: Tokens 5-7
Standard Maps in Skirmish mode but with drop ships

PHASE 3: Tokens 8-11
NEW MODE- Capture the Mech Factories
Updated version of conquest with 5-10 new maps, some could be modifications of existing maps
Each Mech Factory would have to be captured and defended from attacking waves.
You would have to secure a minimum number of factories and hold them for the round duration.
Factories would be behind the lines so minimal turret support and no gate defenses.
Reinforcements would both come from afar, no one would have a local drop point.



Would be cool if this CW gets alot of depth and meaning to winning various different types of games modes.

Some would require bigger maps, but if you win a game mode that was on a mech factory, maybe you get a respawn timer on your dead mechs of like 10 minutes, so its not but maybe 1 mech you get back per game, but a nice little bonus.

If there is a supply depot base or some kind of supply raid, in the next 5 games, you get 20% more cbills, and consumeables are 50% cheaper.

Destroying Orbital defenses gets you a 10s reduction in spawn timers for any attacks on that planet.

#12 Killstorm999999

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Posted 15 December 2014 - 10:45 AM

View PostMikros04, on 15 December 2014 - 10:22 AM, said:


ahh yeah good point. I read somewhere a suggestion of replacing the drop ships with hangers that defenders would emerge from instead.


I think this makes more sense.
However, having these really cool looking drop ships swoop in seems to be one of main cinematic features of CW, so I think they will be around for good though. Perhaps the drop zone could be moved further away from the cannon.

Edited by Deltron Zero, 15 December 2014 - 10:47 AM.


#13 Mellonbuster

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Posted 15 December 2014 - 11:10 AM

Answer is yes! Everyone rushes the base at the same time and this almost guarantees a win every time. Easy if everyone is on board.

#14 Lily from animove

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Posted 15 December 2014 - 11:36 AM

you don't even need to leg them or anything. the zerg rush actually is not even a PvP game mode, its just player vers environment, by rushing the cannon

#15 Liev Andropov

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Posted 15 December 2014 - 11:39 AM

Pretty much. If you take it slow (unless you're clans attacking VS. IS defending, in which case you can poke the turrets down at range) the turrets will tear you up, which you won't be able to focus down since you'll also be being assaulted by dropships and fresh mechs dropping right on top of you. Unless you somehow manage to slaughter the other team and can then stroll up nice and leisurely, the only thing to do is zerg rush.

#16 KraftySOT

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Posted 15 December 2014 - 11:42 AM

You can also counter the generators ECM and Narc it for LRM boats. Thats hilarious too, works even better than the zerg rush since only one or two ecm mechs need to actually suicide themselves.

#17 Athena Pryde

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Posted 15 December 2014 - 02:33 PM

If the rush the base tactic without regard for living ignoring the defenders is the intended strategy it feels more like your playing Team fortress with robots then a Mechwarrior game.

It would make more sense that if you destroy the base the defenders get no more reinforcements and to win you have to kill the remaining defenders. The game ending on destruction of the base just does not make sense in a Mechwarrior game.

#18 TamCoan

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Posted 15 December 2014 - 03:42 PM

I'm just glad they put the "beta" tag on it as it needs quite a bit of work to polish out and make it fun to play on both sides. Zerg rush is pretty much the only way to win on attack side. Sure there have been good fights where the attackers are able to overcome the long fight, but if you want to win than you zerg.

What I've noticed on the few zerg rushes I have participated in is that your rewards are next to nothing. It's actually more rewarding to fight and take out half of the defenders and lose the match than it is to zerg and win. All of my good-fight loses have had better cbill, exp and loyalty point rewards than the fast zerg.

#19 Heer

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Posted 15 December 2014 - 04:26 PM

View PostAthena Pryde, on 15 December 2014 - 08:54 AM, said:

Is the Community Warfare Stategy by design to rush the base and shooting the base, taking pot shots at defenders and trying to leg/arm them on the way in?

Because if you kill the defenders there is a respawn drop ship that drops fresh mechs right by the base and they wipe you out. The drop ship hits really hard too.


We need to stop thinking this is Solo Assault. The objective is to kill the cannon. (The fluff is so the big wave can drop in)
Killing mechs is not our job - our job is to kill the cannon

#20 TamCoan

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Posted 15 December 2014 - 04:28 PM

View PostHeer, on 15 December 2014 - 04:26 PM, said:


We need to stop thinking this is Solo Assault. The objective is to kill the cannon. (The fluff is so the big wave can drop in)
Killing mechs is not our job - our job is to kill the cannon



As it currently stands, yes that is correct. It's just so boring to zerg rush it though.





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