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Hypothetical Post Fix Defense.


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#1 Grantham Besat

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Posted 18 December 2014 - 03:26 AM

Ok so to win you must keep your genrator alive and it is very fragil and easy to kill once the three mini stations are destoryed. The big problem is those mini stations are also easy to destroy. So before you had turrets, drop ships, and your mechs if you stayed close to Omega but it still rarely was enough to prevent its destruction. Now your drop ship is not really a factor and your defensive responsibilitys are spread all over the place deneying you the ability to mass up without sacrificing a mini station. Your only real option due to the crappy position the defender has inside the base is to utilize a picket force and a roving murder ball in a forward defense because the enemy being inside your base is almost certainly a lose due to the victory conditions. Post up scouts outside each gate to give early warning of an attack and the critical information of the type and number of mechs coming in via that lane. You then shift your force to meet them as far outside the gate as possible because the last thing a defending team who wants to win wants is a brawl inside the base.

#2 Fenris Ulfr

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Posted 18 December 2014 - 06:10 AM

It is interesting to note that on both attack and defense the best plan is to do exactly the opposite of what Russ stated they wanted us to do.

#3 Lily from animove

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Posted 18 December 2014 - 07:02 AM

group some assaults around the generators as (endo)steel shields. The generators ar eon the ground, they can be tagged and narced and lurmed to death. The yhave half the gate generators HP, so they cna be destroyed ina drivee-by. So the zerging is not entirely prevented. Yet zerging will have 3 points it HAS to come across before.

#4 Grantham Besat

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Posted 18 December 2014 - 09:07 PM

So how is this panning out post hot fix? Did the fix work?





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