

Allow The Defence Team Commander To Open The Gate.
Started by Oderint dum Metuant, Dec 28 2014 11:50 AM
30 replies to this topic
#21
Posted 28 December 2014 - 01:16 PM
Yeah, so,
Remember how annoyed everyone would get when some random PUG would rearrange premade groups because they thought it was funny?
You want to give your defensive capabilities over to them?
While the ability to open the doors would be "nice" I can't think of a good way, given the game mechanics, to allow that happening.
Having said that, there are MANY ways that a defender can get beyond the wall, with either fast mechs, or JJ capable mechs.
If that's your plan, set it up with your group, go over the wall, ???, profit.
But before suggesting things like you did in the OP, please take the road all the way to the stop sign, if you can find one glaring flaw with the randomness of how groups are formed, please drive down the road a little further.
Remember how annoyed everyone would get when some random PUG would rearrange premade groups because they thought it was funny?
You want to give your defensive capabilities over to them?
While the ability to open the doors would be "nice" I can't think of a good way, given the game mechanics, to allow that happening.
Having said that, there are MANY ways that a defender can get beyond the wall, with either fast mechs, or JJ capable mechs.
If that's your plan, set it up with your group, go over the wall, ???, profit.
But before suggesting things like you did in the OP, please take the road all the way to the stop sign, if you can find one glaring flaw with the randomness of how groups are formed, please drive down the road a little further.
#23
Posted 28 December 2014 - 05:35 PM
On Boreal, you can get even a Dire Wolf over the right side of Beta gate (likely going to take a couple of tries, though). On Sulphur, any ~80kph+ mech can climb over the Alpha gate from the left side. You can't get back without JJs though, so you better know what you're doing.
#24
Posted 28 December 2014 - 06:00 PM
How about only if your in a 12 man group? Otherwise it's very stupid. I can imagine people arguing the best idea. you got a few pre made lances and then one that has the power decides to open the gate while hte others do not want to push or the gate to be opened. then you got possible raging, team killing, the team splitting up, etc. then the Attackers are in a 50% kill lead.
However if the 12 man team wants to open the gate then I think it should happen as I think it should be a collective idea and most of the time the 12 people have the same idea.
However if the 12 man team wants to open the gate then I think it should happen as I think it should be a collective idea and most of the time the 12 people have the same idea.
#25
Posted 28 December 2014 - 06:38 PM
Koniving, on 28 December 2014 - 01:31 PM, said:
And an accelerated bit of damage at the exact moment I'm firing at the gates, when their fire had stopped.
That's lag between the change to the gen marker on the screen.
I normally see the gen markers illustrate damage taken well after the firing has stopped on a gate, generator or objective.
#26
Posted 28 December 2014 - 06:45 PM
On the frost one I have seen Clan defenders come down out of the hills past a closed gate so I guess it is possible to get out.
What I would really like to see is a way to close the gates again. Not sure how that mechanic would work but it would stop the open all gates, get killed and the regroup with lights for the zerg rush if the attackers had to do something to keep the gate open.
What I would really like to see is a way to close the gates again. Not sure how that mechanic would work but it would stop the open all gates, get killed and the regroup with lights for the zerg rush if the attackers had to do something to keep the gate open.
#27
Posted 28 December 2014 - 07:00 PM
Koniving, on 28 December 2014 - 01:31 PM, said:
And an accelerated bit of damage at the exact moment I'm firing at the gates, when their fire had stopped.
Another couple of medium lasers had joined in. They are a lot harder to see while you are firing since they almost blend with the sky.
#28
Posted 29 December 2014 - 03:40 AM
The joke in our unit is - "the gates are there to keep for the attackers safety"
they never believe it until they open them..
they never believe it until they open them..
#29
Posted 29 December 2014 - 06:27 AM
Almeras, on 29 December 2014 - 03:40 AM, said:
The joke in our unit is - "the gates are there to keep for the attackers safety"
they never believe it until they open them..
they never believe it until they open them..
I think it's doing more harm to the attackers then the defenders.
One time we were attacking the inner sphere and the had a 12 man group. My team decided to all wait at the spawn and made the IS start jumping over the walls rather by taking fast mechs, jumpjets, or ejecting to take one. We had a 27 kill lead without opening the gates and then finally we opened the gates and took them by storm.
(I believe some DC'ed I think)
#30
Posted 29 December 2014 - 06:32 AM
You can just walk across alpha on both maps if you go 80+. Left side in sulfur right side on boreal.
Edited by Budor, 29 December 2014 - 06:33 AM.
#31
Posted 15 December 2015 - 10:49 AM
As the guy said - people dont kow how to open the gates. Instead of explaining how to do it you fools talk about anything but the topic. Only 1 guy posted " you gotta shoot over the walls!" And then destroy 3 generators, and then small genny on the back of the cannon, which is Omega. You guys are the worst fkn explainers.
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