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Hypothetical Post Fix Zerg Plan


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#1 Grantham Besat

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Posted 18 December 2014 - 03:02 AM

Wave 1 Break all gates and make a focused push to take down turrets and secondary generators as they are weaker than the gate generators by half they should pop easy. Wave 2 Mop up any remaining small generators and any spare turrets on the way to Omega spend the last of this wave getting your first damage on Omega. Wave 3 finish Omega. Wave 4 use only if needed. I would use fatter mechs early to do the soften up phase and finish with lights. If the combined total of all 4 generators is only 125 points more than the current Omega then it should be easy to plow them down once the turrets are dealt with. Also keep in mind they stated cover has been added to prevent snipers from having fun so your ability to close down the range undamaged has maximized your ability to damage objectives before you die. The defenders ability to stop the zerg ball has further been decreased by the nerfing defenders drop ship. Just remember the very last thing an attacker who wants to win wants to get involved with is wasting time brawling the enemy mechs.

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


#2 Tarmok II

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Posted 18 December 2014 - 03:05 AM

why use "fatter" mechs at all??? 4xjenner/firestartes/raven each 35t = 140t full team 4 lights still easy victory

#3 Grantham Besat

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Posted 18 December 2014 - 03:09 AM

Just because with the spread out nature of the three smaller generators there will be alot of turret fire compared to before.

Edited by Grantham Besat, 18 December 2014 - 03:10 AM.


#4 Tarmok II

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Posted 18 December 2014 - 03:17 AM

so we need maybe 2-3 waves instead of one

#5 kapusta11

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Posted 18 December 2014 - 03:19 AM

Russ said that additional generators have twice as less hp than gate generators which means each mech in a zerg swarm can fire at it once and be done with it. Use first 2 zerg pushes to destroy generators and another 2 for destroying the gun itself.

#6 Tarmok II

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Posted 18 December 2014 - 03:22 AM

btw i am not a fan of the zerg rush tactic but i doupt that this will fix it, but maybe it will stop pugs from doing it successful

#7 Lily from animove

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Posted 18 December 2014 - 04:18 AM

I have that sall fear that with the shown boreal generator placement, we soon see the first wave being lrm spamboats with tags and a few suicide narcing lights.
Because generators are just lockable targets with ecm protection.


Then the usual light zerg comes for omega.


View Postkapusta11, on 18 December 2014 - 03:19 AM, said:

Russ said that additional generators have twice as less hp than gate generators which means each mech in a zerg swarm can fire at it once and be done with it. Use first 2 zerg pushes to destroy generators and another 2 for destroying the gun itself.


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 Widowmaker1981

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Posted 18 December 2014 - 04:27 AM

View PostGrantham Besat, on 18 December 2014 - 03:02 AM, said:

Wave 1 Break all gates and make a focused push to take down turrets and secondary generators as they are weaker than the gate generators by half they should pop easy. Wave 2 Mop up any remaining small generators and any spare turrets on the way to Omega spend the last of this wave getting your first damage on Omega. Wave 3 finish Omega. Wave 4 use only if needed. I would use fatter mechs early to do the soften up phase and finish with lights. If the combined total of all 4 generators is only 125 points more than the current Omega then it should be easy to plow them down once the turrets are dealt with. Also keep in mind they stated cover has been added to prevent snipers from having fun so your ability to close down the range undamaged has maximized your ability to damage objectives before you die. The defenders ability to stop the zerg ball has further been decreased by the nerfing defenders drop ship. Just remember the very last thing an attacker who wants to win wants to get involved with is wasting time brawling the enemy mechs.


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 Tangelis

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Posted 18 December 2014 - 04:57 AM

Of course there will be flaws, and the player base will certainly find them. I am however in favor of trying it before picking it apart.

#10 Abivard

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Posted 18 December 2014 - 05:11 AM

Once again PGI fails to address the issue of mech on mech combat, and simply throws a band aid out for the underhive.

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 Fenris Ulfr

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Posted 18 December 2014 - 06:03 AM

Its called make a stink and see it fixxed.

Edited by Fenris Ulfr, 18 December 2014 - 06:09 AM.


#12 L A V A

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Posted 18 December 2014 - 06:13 AM

View PostAbivard, on 18 December 2014 - 05:11 AM, said:

Once again PGI fails to address the issue of mech on mech combat, and simply throws a band aid out for the underhive.


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 Grantham Besat

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Posted 18 December 2014 - 09:09 PM

Ok so hot fix is in did it work or is zerg still king.





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