Ya know, there may be things to say for keeping zerg rush and removing it. It's true, those who know what they are doing can likely slow or fight a zerg rush competently and stop it's threat. It's also true that it's a great efficient tactic in terms of time, because if you see your opponents are sloppy or uncoordinated, it sort of recommends itself.
The thing is as much as it is valid, it's unrealistic right now - in the sense of, how easy it is to accomplish. Bases are built at this moment in a flawwed way, initially, so that only one generator would open EVERY gate, additionally even with three generators, it's odd that gates would open once powered DOWN. I understand that's a mechanical logistic because we can't have mechs grabbing things with thier hand actuators (or lack thereof) and forcing open structures... but realistically, you would think, at least if it's the case that a generator being shot out would open a gate, that said generator would then service ONLY that one gate. That way for example, the left gate might be open, but the right (and middle on sulphurous) would still be closed. Furthermore, there might be generators that service additional turrets, such that while some turrets stay active in the core, some point to striking generators exist to make the enemy base safer at one stage or another, yet up until that point deadlier. Whatever the case, these generators would be armored and placed behind defenses, at the very least things like defensive walls that block firing lines from outside the walls/base, like you see around the dropship on River City. Generators might even be physically part of a gate or wall, but again only on the inside face of a base's gate towers, necessitating a jump capable mech making it over and pouring destruction into it unopposed.
In it's initial design, the CW maps had this truly bizarre unrealistic ramp outside each gate so that the enemy could walk up at an angle and fire at the generator to open the gate... sort of a bizarre thing to put in when you build your own base and EXACTLY the sort of thing that seige engineers would use dynamite and earth moving equipment to remove when they were building the base. No excuse of "it would be too much trouble" can apply, since they obviously went through much more trouble to build the base and place all the walls in the first place and tunnel into hillsides etc. It was just such obvious and horrid simplistic design where they were like...oh, what if the attackers didn't bring jump jet mechs, so cannot get an angle to shoot the generators... we have to create a platform so they can hit said generators/unlock points!
I think that the idea of doors over the orbital cannon generator is an improvement, but it's still a bit "hokey" that cutting power finally OPENS some sort of defensive door. Rather, either a mechanic to simulate a hack, ie. must do a CAP mechanic at that point would make this better and mix the mechanics of the different game modes we have had to date in a needed way.
So to recap that, introducing the cap mechanic may actually help make these things play out better and more realistically. The zerg rush works still for SOME aspects of the attack or defense, but the actual need to both destroy generators AND control territory long enough to "capture"/accumulate unlock progress means that zerg alone will not end a match.
Edited by Mad Porthos, 18 December 2014 - 07:14 AM.