oldradagast, on 04 January 2015 - 04:34 PM, said:
Missing my point: no sane army in their right minds would attack so heavily defended positions with an equal number of attackers as defenders.
One can say that the maps are "well designed for the defender," which is true... except the maps - and game modes - are supposed to be designed to be FUN for everyone. Right now, the attackers are basically red-shirts - canon-fodder - marching to their doom in obvious kill zones. I'm honestly shocked the attackers ever win, but then again... horrible match-making no doubt pairs 12-man attackers against PUG defenders, so I guess there's always that hope.
As for the rest, I agree that the game badly needs more game modes and maps. I just don't consider the current laughable selection for CW to be either fun to play or inspiring for the future. PGI can do better- every other map and game mode created thus far is superior, IMHO.
From what I've seen attackers win, still, by ignoring defenders and rushing the generators with successive waves of light suicides to "win" the match.
Invasion needs a lot of work... a lot.
You're right tho. In real life, no invading force is going to attack a strong hold with the same number or resources as the defenders. Defenders should have certain advantages. Picking the ground, setting defenses, using terrain. Attackers should get to choose their assault size, time of day and conditions to assault plus choose what part of the castle they want to apply force to.
I get that PGI wants the defenders to have advantages, but attackers have a few to enjoy also, but they ignored that for some reason. As a result players are going to play and leverage the game they've been given from the Devs. If that means light rushing the objective for one quick win, then sitting back with range weapons on defense to hold that win against counter-attack (no matter how dumb the counter-attack is) they'll take it. This is on PGI to sort out, the player's should be blamed for it.
In Invasion mode now, we're only given 2 or 3 spots to attack, and Boreal's gates are too close, its awful. Assaulting forces drop miles away from the objective so any wave of attacks tend to trickle in. If the gates get opened, then the LZ for the attackers should move up so they don't get so strung out. As it is now, unless an attacking team isn't light rushing and isn't a large group on comms, its inevitable that team will get strung out once half of them die assaulting the gates. And we know how punishing this game is when 2-4 mechs face 8-12, and that's exactly what happens in most of the CW games I've seen.