The Zerg Rush has become a popular tactic and is still effective on the attack even with the addition of the three mini-gens.
My suggestion would be simple. Make the generators sequential. You have to take Gen 1, before 2, and 2 before three.
Basically "lock" down the generator to damage until the required generator is taken out.
For even more fun make the generator sequence random.
I think it would give the defenders a better chance of breaking a Zerg Rush. It would not invalidate the Zerg Rush as a tactic, but would instead make it much harder to pull off.


Zerg Rush Counter (Invasion Mode Adjustment)
Started by DaynarFaol, Jan 21 2015 01:26 PM
7 replies to this topic
#1
Posted 21 January 2015 - 01:26 PM
#2
Posted 22 January 2015 - 06:34 AM
Mine field consumable.... lights lose a leg to that are pretty easy to stop rushing.
#3
Posted 22 January 2015 - 06:45 PM
The problem is, we're nerfing zerg rushes... but making legitmate play impossible. There needs to be other solutions.
cough cough, gates you cant ******* jump over, cough.
cough cough, gates you cant ******* jump over, cough.
#4
Posted 23 January 2015 - 12:48 AM
Maybe the style of game needs to change.
Instead of having a drop deck tonnage, each player has to take 1 light, 1 medium, 1 heavy and 1 assault.
This way you may have just 1 complete zerg light rush at the end or at the start, 2 maybe with certain mediums.
Experiencing 3 in a row from certain units is just senseless and unbalanced.
Instead of having a drop deck tonnage, each player has to take 1 light, 1 medium, 1 heavy and 1 assault.
This way you may have just 1 complete zerg light rush at the end or at the start, 2 maybe with certain mediums.
Experiencing 3 in a row from certain units is just senseless and unbalanced.
Edited by Dar1ng One, 23 January 2015 - 12:49 AM.
#5
Posted 23 January 2015 - 02:32 AM
Dar1ng One, on 23 January 2015 - 12:48 AM, said:
Instead of having a drop deck tonnage, each player has to take 1 light, 1 medium, 1 heavy and 1 assault.
This way you may have just 1 complete zerg light rush at the end or at the start, 2 maybe with certain mediums.
Experiencing 3 in a row from certain units is just senseless and unbalanced.
This way you may have just 1 complete zerg light rush at the end or at the start, 2 maybe with certain mediums.
Experiencing 3 in a row from certain units is just senseless and unbalanced.
I have been and will be against as one of each style for CW.
That, at the early stage, would invite formalism.
And how would having it be a little be harder to take a gen unbalance things?
The 3 min-gens were suppose to make it harder to Zerg. It didn't.
Change to a 1 of each style wont either.
The most basic issue is that every mech has double the armor of what it should be.
I am fine with that. But when you add in other factors it makes lights a heck of a lot tougher then what they should be.
Limiting tactical flexibility for just ONE game mode is silly. Invasion is not going to be the be all end all of CW. Next month we should be getting a new Counter-Attack mode.
Heck how about moving the mini-generators around the map more.
Sulfurs would be a bit tough, but Boreal is big enough to do this.
Something so that lights can't just fire on two of the gens from one spot. Make them a bit harder to reach.
#6
Posted 23 January 2015 - 03:44 AM
Well a lot of groups love the 3 waves of firestarter approach.
Double armor won't resolve the hsr glancing of a direct head shot on a firestarter. The only difference between the spider before it was fixed and the firestarter is the lack of ecm.
Thankfully a firestarter can not mount ecm, but 36 firestarters davion style, or any half average pre made, is god mode at the moment.
PGI raising the minimum drop deck tonnage has not negated this 35 + 35 + 35 + 65 = 160
however 1 light, 1 medium, 1 heavy, 1 assault would force the real mechwarrior to coordinate his approach rather then, run and pop the jets as fast as he can to get the 3 gens, and omega.
Perhaps 1 Gen set can be in a higher place accessible more easily to lights. 1 Gen could be heavily armored that requires Assault firepower levels to breech, and 1 could be for mediums an heavys to approach in tandem. Maybe a quirk that lets gens get destroyed easier by a certain class of mech.
Regardless I have a lot more faith in PGI nowadays, and are confident they will fix the balance.
Double armor won't resolve the hsr glancing of a direct head shot on a firestarter. The only difference between the spider before it was fixed and the firestarter is the lack of ecm.
Thankfully a firestarter can not mount ecm, but 36 firestarters davion style, or any half average pre made, is god mode at the moment.
PGI raising the minimum drop deck tonnage has not negated this 35 + 35 + 35 + 65 = 160
however 1 light, 1 medium, 1 heavy, 1 assault would force the real mechwarrior to coordinate his approach rather then, run and pop the jets as fast as he can to get the 3 gens, and omega.
Perhaps 1 Gen set can be in a higher place accessible more easily to lights. 1 Gen could be heavily armored that requires Assault firepower levels to breech, and 1 could be for mediums an heavys to approach in tandem. Maybe a quirk that lets gens get destroyed easier by a certain class of mech.
Regardless I have a lot more faith in PGI nowadays, and are confident they will fix the balance.
Edited by Dar1ng One, 23 January 2015 - 03:51 AM.
#7
Posted 23 January 2015 - 04:11 AM
Yet some people don't own or don't like some weight classes.
I have one heavy, a Cat K2.
The Grasshopper will be my second heavy.
And Assaults tend to be too slow a lot of times in the crunch.
Zergging became practical because of poor map design.
Boreal is a pain in the neck to get the gates open
We are seeing a trend away from Zergging finally, but there is not enough defensive depth.
Sulfur is bad at this.
I don't mind a compact back field for the defenders, I just find that everything is too close together.
And again the one of each system is not something we should be seeing in CW.
Honestly I wish they would fix the weapons. An AC/20 was a beast in other games and the TT because one shot and you would leg or pretty much kill a light with it. Now it takes two or three hits for the same effect.
They doubled the armor for the Arena PUG game modes, and upped it even more on the legs.
And the weapons stayed the same damage and had the rate of fire degraded by ghost heat.
The T-Bolt 9S is a monster at the moment because it's heat profile is actually the closest to the TT rules.
Yes a heat balancing mechanic should be in place, but I honestly think a better system could be put into effect.
I personal love the idea that if you spike into the red and keep yourself just on the edge of shutdown your screen should slowly go black as you "pass out" from heat. And if you hit shutdown due to heat people don't lose lock on you. Since in the IR you should be standing out like a neon sign.
Intentional shutdown yes lose lockons, Heat related, nope.
Also make double heatsinks double.
I have one heavy, a Cat K2.
The Grasshopper will be my second heavy.
And Assaults tend to be too slow a lot of times in the crunch.
Zergging became practical because of poor map design.
Boreal is a pain in the neck to get the gates open
We are seeing a trend away from Zergging finally, but there is not enough defensive depth.
Sulfur is bad at this.
I don't mind a compact back field for the defenders, I just find that everything is too close together.
And again the one of each system is not something we should be seeing in CW.
Honestly I wish they would fix the weapons. An AC/20 was a beast in other games and the TT because one shot and you would leg or pretty much kill a light with it. Now it takes two or three hits for the same effect.
They doubled the armor for the Arena PUG game modes, and upped it even more on the legs.
And the weapons stayed the same damage and had the rate of fire degraded by ghost heat.
The T-Bolt 9S is a monster at the moment because it's heat profile is actually the closest to the TT rules.
Yes a heat balancing mechanic should be in place, but I honestly think a better system could be put into effect.
I personal love the idea that if you spike into the red and keep yourself just on the edge of shutdown your screen should slowly go black as you "pass out" from heat. And if you hit shutdown due to heat people don't lose lock on you. Since in the IR you should be standing out like a neon sign.
Intentional shutdown yes lose lockons, Heat related, nope.
Also make double heatsinks double.
#8
Posted 23 January 2015 - 04:52 AM
did anyone stop to wonder why the Light rush is a common tactic?
The defenders have a huge advantage in CW, what with the fact that (unless using jumping Mechs) the attackers cannot get to them without taking the gates down, then having to pass through chokepoints to enter an area where they can be focus fired by the defenders and the turrets, while going after the 4 objectives inside the enemy base.
it is not uncommon for attackers to lose there first wave of Mechs just opening the gates, but it is unusual (in my experience) for defenders to lose any Mechs before the first gate opens.
The attacker needs to have better players to stand a fair chance of killing all the defenders, so no wonder they are looking for alternate tactics.
First do something to make the defenders less able to kill the attackers then, if it is still a problem, look at making the light rush more difficult.
The defenders have a huge advantage in CW, what with the fact that (unless using jumping Mechs) the attackers cannot get to them without taking the gates down, then having to pass through chokepoints to enter an area where they can be focus fired by the defenders and the turrets, while going after the 4 objectives inside the enemy base.
it is not uncommon for attackers to lose there first wave of Mechs just opening the gates, but it is unusual (in my experience) for defenders to lose any Mechs before the first gate opens.
The attacker needs to have better players to stand a fair chance of killing all the defenders, so no wonder they are looking for alternate tactics.
First do something to make the defenders less able to kill the attackers then, if it is still a problem, look at making the light rush more difficult.
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