A Very Simple Way To End The Cw Zerg Rush
#41
Posted 28 January 2015 - 06:36 PM
attrition is the only way 228 rolls / wow look at all that the planets we have taken sighhh...... zerg is for those who don't feel confident with their piloting skills
#42
Posted 28 January 2015 - 06:36 PM
JackOfDiamonds, on 14 January 2015 - 03:40 AM, said:
CW objectives that force a defender to protect critical assets (or locations) is more interesting than straight attrition, and more 'realistic'. Though I don't think there is anything vaguely realistic to giant stompy robots.
Capture points might make for a better ebb and flow, particularly if taking outlying regions provides some benefit to the attacker, and therefore forcing the defender to spread out their resources.
Borreal is a bad map because there is no reason not to do anything but set up defending mechs on the ridges. You can put full firepower on each entrance without needing to move.
Both maps need to make it easier for the attacker to change lanes.
And SR needs better ways for the defenders to not get rushed so easily. It's not very hard to defend on Boreal Vault, but Sulfurous Rift can be a pain if you aren't running Clans.
UberStuka, on 28 January 2015 - 06:36 PM, said:
attrition is the only way 228 rolls / wow look at all that the planets we have taken sighhh...... zerg is for those who don't feel confident with their piloting skills
It hasn't won QQ a lot of planets, but we don't even play as much CW as we used to, kinda got old fast for a lot of people.
Edited by Drunk Canuck, 28 January 2015 - 06:37 PM.
#43
Posted 28 January 2015 - 06:52 PM
#44
Posted 28 January 2015 - 09:50 PM
#45
Posted 28 January 2015 - 10:53 PM
UberStuka, on 28 January 2015 - 06:36 PM, said:
attrition is the only way 228 rolls / wow look at all that the planets we have taken sighhh...... zerg is for those who don't feel confident with their
FTFY.
#46
Posted 29 January 2015 - 01:37 AM
get 3 fatties with JJ's in front of the main generator, and you stretch the generators HP by a big bunch of HP provided by your mechs.
same can be done with the generators, block them with getting your mechs buts at them, the more shots hit your mehc, the less eaisly cna the zerg push through the objectives, and the best of all this is: you bakc is to a safe object so no one oepns your squishy back easily.
dervishx5, on 28 January 2015 - 09:50 PM, said:
I ahve seen things yesterday, that even work in a one mech 60t dropship
Edited by Lily from animove, 29 January 2015 - 01:38 AM.
#47
Posted 29 January 2015 - 07:06 AM
Anjian, on 14 January 2015 - 01:58 AM, said:
Destruction of the Main Cannon + 75% of the defending force. (The actual percentage subject to tweaking).
or
100% of the defending force.
Mission victory for the attacker can be attained by any of these two conditions.
The cannon will remain invulnerable until 50% of the defending force is dead. (Actual percentage subject to tweaking).
The three generator requirement must be removed and replaced with the new requirement.
A possible nerf on the turrets and the gate generators (subject to tweaking).
One can consider this as a band aid until more maps and modes arrive.
This requires minimal changes to the code base and will utilize existing map resources.
Sometimes I really wish there was a down vote feature on the forums.
#49
Posted 29 January 2015 - 03:26 PM
In mentioning Tom Clancy's EndWar, said game mode was titled "Assault." You were tasked with destroying the majority of the enemy combat company, while maintaining control of Control Points that got you points which you could spend on bringing in reinforcements.
#50
Posted 29 January 2015 - 03:28 PM
#51
Posted 29 January 2015 - 03:45 PM
#52
Posted 30 January 2015 - 01:55 AM
Zerg rush == We kill all your mechs as you spawn one at a time. So shielding generators, etc don't matter for damn all.
As in just now, oh look, you lived long enough to power up and take 3 steps.
CW is a complete waste of time now. Not playing it again until some major work is done.
How about we move the drop zones off a bit and USE those dropship fusion drives to clear obstacles before landing?
#53
Posted 30 January 2015 - 02:17 AM
Davers, on 14 January 2015 - 05:42 PM, said:
Except it's not "a powerful role". It's a "dang near always EXPLOITABLE role"
Actually, the CW was in some way RESEMBLING "campaign mode", that might make things behave better. Repairs, ammo, consumables, etc.
#54
Posted 30 January 2015 - 03:03 AM
David Sumner, on 30 January 2015 - 01:55 AM, said:
As in just now, oh look, you lived long enough to power up and take 3 steps.
CW is a complete waste of time now. Not playing it again until some major work is done.
How about we move the drop zones off a bit and USE those dropship fusion drives to clear obstacles before landing?
zerg rush
A term used for a swarming attack, and/or winning a battle by throwing bodies and outnumbering an opponent.
This term was derived off of a video game called Starcraft which had a tactic where you are able to rush opponents by mass producing zergs and rushing them.
It is a very Basic tactic and the fact some refuse to learn how to defeat it, is quite shameful.
#55
Posted 30 January 2015 - 05:07 AM
Joseph Mallan, on 30 January 2015 - 03:03 AM, said:
zerg rush
A term used for a swarming attack, and/or winning a battle by throwing bodies and outnumbering an opponent.
This term was derived off of a video game called Starcraft which had a tactic where you are able to rush opponents by mass producing zergs and rushing them.
It is a very Basic tactic and the fact some refuse to learn how to defeat it, is quite shameful.
soon when your unit meets the CWI in CW you can show your tactical skills and bring up a new tactic to defeat them (especially interesting on sulferous )
Edited by Lily from animove, 30 January 2015 - 05:07 AM.
#56
Posted 30 January 2015 - 09:14 AM
Lily from animove, on 29 January 2015 - 01:37 AM, said:
get 3 fatties with JJ's in front of the main generator, and you stretch the generators HP by a big bunch of HP provided by your mechs.
same can be done with the generators, block them with getting your mechs buts at them, the more shots hit your mehc, the less eaisly cna the zerg push through the objectives, and the best of all this is: you bakc is to a safe object so no one oepns your squishy back easily.
So you land some Highlanders on top of some King Crabs...
#57
Posted 30 January 2015 - 02:12 PM
Lily from animove, on 29 January 2015 - 01:37 AM, said:
get 3 fatties with JJ's in front of the main generator, and you stretch the generators HP by a big bunch of HP provided by your mechs.
same can be done with the generators, block them with getting your mechs buts at them, the more shots hit your mehc, the less eaisly cna the zerg push through the objectives, and the best of all this is: you bakc is to a safe object so no one oepns your squishy back easily.
I ahve seen things yesterday, that even work in a one mech 60t dropship
You can't do it on ogens. They all have a high point nearby and most the good zerg-folks know how to get up there. Getting up on Omega is *much* harder and easier to shoot down.
Biggest problem is actually getting people to do it. It doesn't work against heavy pushes but shuts the zerg down.
#58
Posted 30 January 2015 - 02:45 PM
Low tonnage for recon/raiding.
Current for a main battle.
A heavier limit with a higher low end cap for serious drawn out attrition battles. 250-400 tons?
Objectives appropriate for each tonnage class.
#59
Posted 30 January 2015 - 03:15 PM
InspectorG, on 30 January 2015 - 02:45 PM, said:
Low tonnage for recon/raiding.
Current for a main battle.
A heavier limit with a higher low end cap for serious drawn out attrition battles. 250-400 tons?
Objectives appropriate for each tonnage class.
Various battle types? Changing tonnage limits and different types of battles and maps with unique objectives? Yes please.
As for the OP, shoot the legs.
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