Zerg Rush Nerfed!
#1
Posted 17 December 2014 - 05:20 PM
http://mwomercs.com/game/patch-notes
PS Also maybe come up with some actual tactics now!
#2
Posted 17 December 2014 - 05:29 PM
It's a start, but again shows that the devs are having problems going the whole way through with a thought-line and not stopping at the first solution that "seems" to work.
#3
Posted 17 December 2014 - 05:33 PM
#4
Posted 17 December 2014 - 05:35 PM
I'm kind of disappointed that mass whining by the underhive is so effective at getting changes implemented though. The teams that weren't able to defend against light mech zerg rush will continue to get crushed by organized teams. Nothing has changed, they'll just find something else to whine about after they lose.
#5
Posted 17 December 2014 - 05:37 PM
Popper100, on 17 December 2014 - 05:29 PM, said:
It's a start, but again shows that the devs are having problems going the whole way through with a thought-line and not stopping at the first solution that "seems" to work.
Yeah, this is just gonna turn into Zerging the new objectives just as fast. Nothing much will really change, I don't think.
#6
Posted 17 December 2014 - 05:41 PM
Xythius, on 17 December 2014 - 05:37 PM, said:
It really depends on the placement of the new objectives. If the devs were smart, they'd spread them around pretty far apart.
#7
Posted 17 December 2014 - 05:41 PM
SpeedingBus, on 17 December 2014 - 05:20 PM, said:
http://mwomercs.com/game/patch-notes
PS Also maybe come up with some actual tactics now!
Check this out: http://mwomercs.com/...91#entry4011591
I still think mine's better overall but I was pretty close
Edited by Kilgorin Strom, 17 December 2014 - 05:43 PM.
#8
Posted 17 December 2014 - 05:45 PM
But the attackers now also have more terrain to hide behind and navigate that the defenders can't just get free shots in them and the attackers drop ships have been extremely buffed to help with the defenders that try to push out to stop the attackers at their drop points, while the defenders drop ships have been nerfed to give the attackers more of a chance to survive to get to the generators. All in all, I think PGI is making good progress on both sides of the game mode.
#9
Posted 17 December 2014 - 05:45 PM
Quote
Base rush tactics, while they can be countered, are definitely not intended to be the only or best way to take a base. To deal with this, we've implemented two main changes.
The first is that players must now destroy three new small generators before gaining access to the Omega target – the orbital gun. Until such time as the three mini generators are destroyed, the Omega target will have a protective door covering its internal generator.
The second is a series of map changes designed to provide more cover and protected pathways after breaching the gates. The intention is that we want to see more brawling taking place inside the gates, and even deep into the base, but with less base-rushing tactics.
Ok we were defeated on this one you got your Zerg nerf
I think a new tactic will come up
Edited by Davegt27, 17 December 2014 - 05:45 PM.
#10
Posted 17 December 2014 - 05:50 PM
Davegt27, on 17 December 2014 - 05:45 PM, said:
I think a new tactic will come up
And that's good!
Ideally, the attackers should have a range of viable options to assault a base, ranging from kamikaze rushes to slow pushes that whittle the defenders down until the generator is weak.
The fact of the matter is that before today, the only real viable tactic as an attacker is a headlong rush ignoring the defenders. Will the coming patch fix that? It's hard to say yet, given that we don't have the patch in our hands.
Can we agree that it's a good thing that PGI are trying to address this issue though?
#11
Posted 17 December 2014 - 05:51 PM
I also REALLY like that the defending dropship has been made weaker. I've been nuked outside the gates a few times with laser fire.
I think these changes will make the mode better, and I'm one of those people that said rushing was fine.
#12
Posted 17 December 2014 - 05:54 PM
#13
Posted 17 December 2014 - 05:57 PM
Giving the defender more advantages than they already have is not the way to go, if you ask me.
#14
Posted 17 December 2014 - 05:59 PM
Those patch notes are looking pretty awesome though!
#15
Posted 17 December 2014 - 06:05 PM
pwnface, on 17 December 2014 - 05:35 PM, said:
I'm kind of disappointed that mass whining by the underhive is so effective at getting changes implemented though. The teams that weren't able to defend against light mech zerg rush will continue to get crushed by organized teams. Nothing has changed, they'll just find something else to whine about after they lose.
What is most likely going to happen is that there will be a team split or concentrated effort with 2 or 3 waves to destroy said generators, and then large rush against the main gun.
In essence... it's the same thing ultimately.
Of course, it is assured someone will not be able to handle it and complain.
#16
Posted 17 December 2014 - 06:05 PM
Sandpit, on 17 December 2014 - 05:59 PM, said:
Those patch notes are looking pretty awesome though!
They clearly said they didn't want people zerg rushing for the wins so they implemented things to stop it... you can no longer win in 2 mins so its a nerf but just pretend that wasn't the PGI's intent.
Edited by SpeedingBus, 17 December 2014 - 06:06 PM.
#18
Posted 17 December 2014 - 06:10 PM
#19
Posted 17 December 2014 - 06:12 PM
SpeedingBus, on 17 December 2014 - 06:05 PM, said:
They clearly said they didn't want people zerg rushing for the wins so they implemented things to stop it... you can no longer win in 2 mins so its a nerf but just pretend that wasn't the PGI's intent.
No, that's NOT what they said
They said they didn't want it to be the only or best way
Base rush tactics, while they can be countered, are definitely not intended to be the only or best way to take a base
reading comprehension is OP
So pretend that you're right by misrepresenting what was said
#20
Posted 17 December 2014 - 06:12 PM
Edited by Ozric, 17 December 2014 - 06:14 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users