Mirkk Defwode, on 20 January 2015 - 11:52 PM, said:
There are a few options here...
1.) Could add terrain that blocks the spawn unless you're within range of the "Defenses" from the dropships
but I think that'd still end up being a duck hunt as people come over a blind ridge with a firing squad setup on the otherside.
2.) Establish an RTB zone for the defenders that cordon them off within the defensive area. I'd say that goes a little outside the gate and maybe to that little pass on Boreal outside the gate...but even then the clan weapons reach out and touch the better portion of the spawn space. The RTB zones are used fairly commonly. Red Orchestra has a good example of this when the combat zones have been pushed back, the defenders are supposed to be on their defensive line as part.
3.) Make landing mechs invincible for a short period of time. Let's say 3-5 seconds to get oriented and moving. Not a great option but it's been done before.
4.) Make the map wider and allow for more approaches to the objectives, two obviously isn't enough, can we make like 4-6? Cause then defenders actually need to have intelligence for where the opposition is attacking from, rather than just sitting on a series of hills that look directly at the tiny little hills the attackers have to climb up to shoot the gate generators exposing them to a firing squad...
5.) My personal favorite, Dynamic spawns... Use the spawn beacons to detect if opposition is within a.) proximity or b.) looking in that general direction and if either of those are true, respawn to a secondary or tertiary spawn location outside of their view and location. If that means having the dropship land WAAAAAAAAY behind their line and closer to the base, so be it, at least it'd encourage the defenders to well...defend. I'd roll the Bro-Spawning system into this as well, but that might be just as devastating.
Though any or all of those changes wouldn't make it fun. That's more just an attempt to not have spawn ****** happen. The dynamic spawns would help out a little bit with opposition spawning ontop of you while you're trying to attack the objective, kinda makes it meaningless to kill the enemies if you want to just rush past them to blow up the little boxes.
Thanks for the compliment, but really I did poorly in those matches and I know I can do a lot better. It's a matter of being out of practice and my mouse feels too sensitive.
1. We would need that terrain more so on the upper ramps by the gates, so we can open the gates with less possible incoming fire. Or some ridges need to be moved or something... I know one map I died twice trying to open the gates against he clans. The clans actually asked us to open the gates! We took heavy losses and the gates weren't even open yet. (And you saw how I played in that video... I'm rather sneaky when I want to be.) More terrain, possible solution.
2. Not sure what you mean by this. You mean like an invisible wall, that forces them to remain within their own areas? I don't think that would be overly good, but I see how that could help.
3. Invincible? Heck. I'd rather just be able to land FACING THE ENEMY! In the match you recorded, my Battlemaster did so poorly only because I dropped back to he enemy team. Otherwise, I would have probably faired a little better (a few seconds better... okay? Feel better now?

)
4. A few more dispersed paths would be nice. Or a single generator controlling both the gates on Boreal vault, seen as the gates are so close together. (Or you take out one gen, both gates fall.) This presents more area that attackers can attack that gate, and thus more areas that the defenders have to shoot over. Just a possible solution. (Or just create more paths, which could also work. I do wish to say, one of the problems I have with the Sulfur map is the long corridors of movement. Once you pick a path to a gate as an attacker, you are committed. At the same time, the defenders area seems much too small. My opinion of course. That map is a little easier against the clans though, as you get closer faster.)
5. I could see that, but then Dropships having weapons would be less of a point. What I saw, and you can see it in the video you took, is that Dropships no longer concentrate their fire on the single most closest targets. Thus, they are spreading their damage. Don't see very many "Dropship has killed" anymore.
You give yourself too little credit. Considering the situation and the circumstances, you did well.
Kjudoon, on 21 January 2015 - 01:06 AM, said:
You want a game mechanic to clear the LZ from defenders camping it? Simple. "Orbital strikes". Any mech inside a certain radius of the attacker's spawns draws down artillery without smoke giveaways, 3 at a time with standard recharge till dropships or attackers mechs show up then they stop.
Heck even with smoke, a ferocious bombardment of camped defenders till the drop ships come in would be both believable and help balance out the issue.
Not too sure how that would work out... Then they may just figure it out and leave one enemy mech alive so they don't get bombarded...?