

Please Keep Zerg Rush In Cw
#21
Posted 17 December 2014 - 01:20 PM
next thing you know we had 12 legged attackers trying to limp their way to the generator. (was funny one of them got both legs blown off in mid air trying to fly over gate)
Also if the zerg tactic continues you will see peoples loadouts and tactics change, more people will learn to target legs and if Light rushes become common you will see more anti light load outs on mechs.
#22
Posted 17 December 2014 - 01:22 PM
Ph30nix, on 17 December 2014 - 01:20 PM, said:
next thing you know we had 12 legged attackers trying to limp their way to the generator. (was funny one of them got both legs blown off in mid air trying to fly over gate)
Also if the zerg tactic continues you will see peoples loadouts and tactics change, more people will learn to target legs and if Light rushes become common you will see more anti light load outs on mechs.
it's already happened.
Zerg was "the thing" for about 2 days
#23
Posted 17 December 2014 - 01:32 PM
Warrior Caste, on 17 December 2014 - 12:13 PM, said:
1) Slow and steady push to pressure the defenders.
2) Sniping/poptarting outside of gates.
3) Zerg rush
If you remove zerg rush, the game boils down to slow and steady pushes or sniping/poptarting, which is basically skirmish mode. Zerg rushes add another option for the attackers. It also forces the defenders have to think about scouting outside of each gate, positioning their mechs, and legging the rushers. Adding variety to attacks and coming up with counter-tactics for defenders makes CW more fun than just a glorified skirmish mode without zerg rushes.

Again, with having at least 2 or 3 TOTAL generators in the base in different locations, still allows for those to zerg rush (if they want) but they cant all rush to one point and win. Having multiple points either forces them to split and go after different generators or all move together from generator to generator BUT... give the defenders some extra time to try and counter between generator pushes. Even if the attackers take out the first generator and move on to the next one all together, there is a chance some of the attackers can be killed before the next generator is hit. This then takes SOME pressure off the defenders because there are less attackers movie on to the next generator.
Edited by Yoseful Mallad, 17 December 2014 - 01:36 PM.
#24
Posted 17 December 2014 - 01:37 PM
#25
Posted 17 December 2014 - 01:42 PM
Lily from animove, on 17 December 2014 - 12:15 PM, said:
why even playing pvp games?
From another thread:
Mystere, on 17 December 2014 - 01:05 PM, said:

That's how I am role playing this particular situation and I am fine with it.
RG Notch, on 17 December 2014 - 12:24 PM, said:
Then put it in the non-CW queues. Let them do it there forever and ever, for all I care.
#27
Posted 17 December 2014 - 01:50 PM
GrinNfool, on 17 December 2014 - 12:46 PM, said:
You can't really believe that is solid game design can you? I mean any newbie can jump in a light with JJs and try to run to a point designated by their leader (assuming people listen but thats fair to place that on both sides of the coin). The same can't be said of the opposite though not every player can pull off legs shots all the time vs super fast mechs who are making 0 effort to engage. The entirerity of the burden of skill is placed on the defending team, thats just really really bad gameplay.
Here's the rub. I'd rather that PGI continue working on more interesting maps and games modes, than get tied down -- again -- in trying to find the "perfect" balance, and possibly by creating another "questionable" mechanic.
How much time do you think PGI has wasted on all of the balancing changes that have now gone full circle?
#28
Posted 17 December 2014 - 01:59 PM
GrinNfool, on 17 December 2014 - 01:14 PM, said:
If a planet's defenders are really horrible, I wouldn't even mind 5 second battles. That just means spending less time taking this planet, thus allowing us to quickly move on to the next.

#29
Posted 17 December 2014 - 02:11 PM
Tynan, on 17 December 2014 - 01:37 PM, said:
Or they could make additional maps that have multiple objectives instead of tweaking the 2 maps that we have now that don't need to be "balanced" as much as people are saying. I'd rather see more maps and more game modes besides ONLY attack the orbital cannon. Doesn't mean they need to change what they have currently.
#30
Posted 17 December 2014 - 02:15 PM
#31
Posted 17 December 2014 - 02:26 PM
Once those people come in the gate, they have almost NO choice to base rush, or get rekt by turrets, dropships, players, then respawns.
Im cool with it how it is. But whatever gets "fixed" we will adapt. Winning will still happen, just by other means soon to be fixed.
#32
Posted 17 December 2014 - 03:47 PM
Mystere, on 17 December 2014 - 01:42 PM, said:
From another thread:
Then put it in the non-CW queues. Let them do it there forever and ever, for all I care.
when a true zerg rush fails it s just the attackers fault the defenders cna not shoto down enough mechs in time too prevent them reaching the generator.
#33
Posted 17 December 2014 - 03:50 PM
#35
Posted 17 December 2014 - 04:11 PM
Edited by Bigbacon, 17 December 2014 - 04:13 PM.
#36
Posted 17 December 2014 - 04:57 PM
Lily from animove, on 17 December 2014 - 03:47 PM, said:
when a true zerg rush fails it s just the attackers fault the defenders cna not shoto down enough mechs in time too prevent them reaching the generator.
This makes no sense to me. It is the attackers fault the defenders can't shoot down enough mechs? Isn't that the defenders fault? Are you on drugs?
#37
Posted 17 December 2014 - 05:01 PM
operatorZ, on 17 December 2014 - 03:56 PM, said:
....and...whats your reason why a true zerg rush fails?
Defenders have proper scouting and coordination to counter an easily tactic to counter.
Defenders should be staggered from the base.
This means if you are a slow dump truck stay near your base.
If you are in a heavy mech with some speed you can venture a bit farther out but not so far you can't make it back to the base to greet the enemy at the cannon.
If you are a in a faster light/medium mech you should be closer to the gates so you can intercept them as soon as they are in range and chase them down as they run past you.
#38
Posted 17 December 2014 - 05:06 PM
#39
Posted 17 December 2014 - 05:42 PM
Tezcatli, on 17 December 2014 - 05:06 PM, said:
patch notes are out, they added 3 objectives that need to be destroyed to access the main orbital cannon.
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