Edited by Grantham Besat, 18 December 2014 - 03:30 AM.


Hypothetical Post Fix Zerg Plan
#1
Posted 18 December 2014 - 03:02 AM
#2
Posted 18 December 2014 - 03:05 AM
#3
Posted 18 December 2014 - 03:09 AM
Edited by Grantham Besat, 18 December 2014 - 03:10 AM.
#4
Posted 18 December 2014 - 03:17 AM
#5
Posted 18 December 2014 - 03:19 AM
#6
Posted 18 December 2014 - 03:22 AM
#7
Posted 18 December 2014 - 04:18 AM
Because generators are just lockable targets with ecm protection.
Then the usual light zerg comes for omega.
kapusta11, on 18 December 2014 - 03:19 AM, said:
thats also an issue, while the zerg just runs past them, everyone shoots one time sand its down. doubt that will change much at zerging.
but at leats those generators are on ground level, defenders assaults can block the line of fire to them by standing around them, and the zerg has a more predictable path to go.
Edited by Lily from animove, 18 December 2014 - 04:20 AM.
#8
Posted 18 December 2014 - 04:27 AM
Grantham Besat, on 18 December 2014 - 03:02 AM, said:
Don't you want the game mode to about mech v mech combat, not boring zerg rushing immobile buildings? I get that its the best way to win at the moment, but it actually seems like you're ANGRY that PGI is trying to fix it...
My suggestion for fixing it would be to add 2 conquest type capture points to the map, not in firing range/LOS of the generator, and have both of those needing to be capped to lower a shield/open a door so you can shoot omega, that way you have to take AND HOLD those in order to fire on the objective. Other balance fixes as required if its too hard for the attackers, but make them FIGHT. otherwise its no fun.
#9
Posted 18 December 2014 - 04:57 AM
#10
Posted 18 December 2014 - 05:11 AM
The attacker will now have even less reasons to engage defending mechs, while now having 3 additional PvE targets.
While the defending mechs are being encouraged to play to far forward of the gun, in order to protect the new generators. Which of course is the exact opposite of Russ's stated intentions to NOT encourage the defenders to leave the guns.
yay!
#11
Posted 18 December 2014 - 06:03 AM
Edited by Fenris Ulfr, 18 December 2014 - 06:09 AM.
#12
Posted 18 December 2014 - 06:13 AM
Abivard, on 18 December 2014 - 05:11 AM, said:
Let's put the skirmish/assault maps to use for the first 75 to 80% of planetary warfare and attacks on Omega as the final phase of planetary conquest.
Gives us lots of maps to play on and plenty of rock'em sock'em robot battles.
#13
Posted 18 December 2014 - 09:09 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users