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Variable Drop Points In Cw


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#1 mzu

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Posted 25 January 2015 - 02:37 PM

hi all,
im sick of beeing droped again and again at same drop point overrun by enemy. there is no point of reinforcements for your team, if they are slaugtered in 5 secs after they leave dropship.

i have this idea: let us choose i say 3 or more drop points, before we get back to the dropship

what do you think?

#2 John Wolf

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Posted 25 January 2015 - 02:38 PM

Change your lance to change where you drop.. avoid the grinder.

#3 Destro1000

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Posted 25 January 2015 - 05:51 PM

LOL OP I was about to create a thread on this but I decided to look and see if one existed first. I just had a game where we were on defense and two of my drops were unfortunately on the side of an enemy push. Both of my mechs ended up being shredded as soon as they hit the ground, I would love just to have the option of selecting a drop zone to the left or the right of the cannon. Hopefully this is something they will include down the line in a later patch.

#4 Deathlike

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Posted 25 January 2015 - 05:55 PM

We have yet to have random drop locations in NON-CW matches (to prevent expected rushing or people taking advantage of obvious/known starting positions)... this sounds like Lostech at this point.

#5 Joseph Mallan

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Posted 26 January 2015 - 03:33 AM

View Postmzu, on 25 January 2015 - 02:37 PM, said:

hi all,
im sick of beeing droped again and again at same drop point overrun by enemy. there is no point of reinforcements for your team, if they are slaugtered in 5 secs after they leave dropship.

i have this idea: let us choose i say 3 or more drop points, before we get back to the dropship

what do you think?

I think you have a point.

But, a LZ can be ambushed.

However dropping us in a full lance, backs facing inward, Guns hot, is a much more believable "tactical insertion" method. Only an idiot would sent troops in as reinforcements 1 at a time! -_-

#6 SgtKinCaiD

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Posted 26 January 2015 - 04:27 AM

View PostJohn Wolf, on 25 January 2015 - 02:38 PM, said:

Change your lance to change where you drop.. avoid the grinder.

LoL, thanks for the intel but it's just lame to have to do that.

#7 IraqiWalker

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Posted 26 January 2015 - 05:02 AM

View Postmzu, on 25 January 2015 - 02:37 PM, said:

hi all,
im sick of beeing droped again and again at same drop point overrun by enemy. there is no point of reinforcements for your team, if they are slaugtered in 5 secs after they leave dropship.

i have this idea: let us choose i say 3 or more drop points, before we get back to the dropship

what do you think?


There is no point in your team, if all they are going to do is watch from 600 meters away, while they try and poke at the invaders. A proper team would push back immediately, capitalizing on the dropship's firepower, and the fresh mechs.

#8 mzu

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Posted 26 January 2015 - 11:09 AM

thx for replies guys,
as i see it, changing lance is not an option, there have to be better solution. sure team should hold on the landing sites, but if this fails, or nobody is around, its practicaly pointless to play from now on. from tactical point of view: as a drop ship pilot or drop commander will you land a reinforcement lance straight into hopeless position ? no, u will try to find place with less oposition not far from battle, to drop your mechs, so they can try to change the situation.
maybe lance leader should be able to change drop point, or idealy pick it freely on the map ( with some reasonable restrictions of course, zones or something like that :). it will add more realism and tactics in the game i think.

Edited by mzu, 26 January 2015 - 11:12 AM.


#9 mzu

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Posted 26 January 2015 - 11:31 AM

.... maybe in later stages of cw this wont be such a pain in the ass, and with better layout of maps, diferent objectives the drop point madness will stop. because now the objectives are kinda silly and maps too small
for game that have "mechwarrior" in the title, but that is another story :)

Edited by mzu, 26 January 2015 - 11:36 AM.


#10 Nori Silverrage

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Posted 26 January 2015 - 11:33 AM

Was about to make a similar post. Played a couple rounds of CW yesterday and just got pissed off by spawn camping. I said as much in all chat and someone on the other team responded "Well what are we supposed to do?" to which I didn't have a good response as there really isn't much to be done about it currently.

Fix is simple. Have 3ish drop zones and make it so you can pick which one. Also they could make it so that you get dropped in cover of some sort.

#11 AlphaToaster

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Posted 26 January 2015 - 12:47 PM

Getting spawn camped on defense is really a severe punishment for not holding the right ground as a defender. There are a lot of factors which lead a team to get spawn camped. Some are avoidable, but when faced with a superior opponent in all regards, the spawn camp is coming.

I think the best way to solve is very simple.

1.) Make it so that when you are killed, you must select which mech you want to drop in, and click some kind of ready to drop button before the drop ship just dumps you off. This way if your LZ is overrun you can hold off on spawning until your team has cleared it.

2.) Change the spawn locations so they are on elevated terrain overlooking the approaches with a superior line of sight. Make it so these locations aren't so good for the defender that players can just camp up there and shoot at attackers, but to a degree, they should not be able to be hit unless they are on the edge firing down or until they walk off the ledge and drop down into the combat area. With spawns like this it is impossible to shoot a mech as it spawns because there is no LOS to the actual drop point. Mechs have to walk forward to a ledge and drop down, before they're in the main battle area and the ledge is high enough that it's impossible for mechs to jump back up to it. Perhaps rather than a cliff it's a really steep slope so we don't take leg damage sliding down it.

Both of these won't actually stop a spawn camp. In my examples a superior team will still be able to setup a firing line on the main points of entry for the spawning defenders. So defending teams will still have to figure out which ground is the right ground to hold.

I'll leave the post with advice for solo players: Whenever you win, find out information about the group you were joined with, and drop with them more now that we have faction groups. They probably have more answers to these questions and tactical situations which they're more willing to share privately. I haven't seen a team that was unwilling to help share information within their current faction.

Edited by AlphaToaster, 26 January 2015 - 12:57 PM.


#12 IraqiWalker

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Posted 26 January 2015 - 04:47 PM

View PostAlphaToaster, on 26 January 2015 - 12:47 PM, said:

Getting spawn camped on defense is really a severe punishment for not holding the right ground as a defender. There are a lot of factors which lead a team to get spawn camped. Some are avoidable, but when faced with a superior opponent in all regards, the spawn camp is coming.

I think the best way to solve is very simple.

1.) Make it so that when you are killed, you must select which mech you want to drop in, and click some kind of ready to drop button before the drop ship just dumps you off. This way if your LZ is overrun you can hold off on spawning until your team has cleared it.

2.) Change the spawn locations so they are on elevated terrain overlooking the approaches with a superior line of sight. Make it so these locations aren't so good for the defender that players can just camp up there and shoot at attackers, but to a degree, they should not be able to be hit unless they are on the edge firing down or until they walk off the ledge and drop down into the combat area. With spawns like this it is impossible to shoot a mech as it spawns because there is no LOS to the actual drop point. Mechs have to walk forward to a ledge and drop down, before they're in the main battle area and the ledge is high enough that it's impossible for mechs to jump back up to it. Perhaps rather than a cliff it's a really steep slope so we don't take leg damage sliding down it.

Both of these won't actually stop a spawn camp. In my examples a superior team will still be able to setup a firing line on the main points of entry for the spawning defenders. So defending teams will still have to figure out which ground is the right ground to hold.

I'll leave the post with advice for solo players: Whenever you win, find out information about the group you were joined with, and drop with them more now that we have faction groups. They probably have more answers to these questions and tactical situations which they're more willing to share privately. I haven't seen a team that was unwilling to help share information within their current faction.


My post in another related thread:

View PostIraqiWalker, on 26 January 2015 - 03:33 PM, said:

I think walls will be enough. They block LoS, but they don't stop the attackers from being able to enter the LZ, and kill the Discoed mechs there. They'll at least help the suppressed lance have a chance. Instead of just getting farmed without being able to fire a shot.


#13 Joseph Mallan

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Posted 27 January 2015 - 03:08 AM

View Postmzu, on 26 January 2015 - 11:09 AM, said:

thx for replies guys,
as i see it, changing lance is not an option, there have to be better solution. sure team should hold on the landing sites, but if this fails, or nobody is around, its practicaly pointless to play from now on. from tactical point of view: as a drop ship pilot or drop commander will you land a reinforcement lance straight into hopeless position ? no, u will try to find place with less oposition not far from battle, to drop your mechs, so they can try to change the situation.
maybe lance leader should be able to change drop point, or idealy pick it freely on the map ( with some reasonable restrictions of course, zones or something like that :). it will add more realism and tactics in the game i think.
If that is where the troops are needed and is where the orders are to drop them. Yes. Cause the troops are supposed to know how to respond in a Hot LZ. They are trained to handle it. And if I don't, I face court martial for disobeying a Lawful order.

How we are dropped into the respawn is the problem not that the enemy can light it up. Being dropped as a single unit it a stupid Tactical decision. Drop in at least a lance size force. drop facing in 4 directions so the enemy doesn't get all backs. Drop hot so we have a chance to fire back on teh enemy. Basically be prepared for everything to go sideways as best you can.

Edited by Joseph Mallan, 27 January 2015 - 03:09 AM.


#14 Karl Streiger

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Posted 27 January 2015 - 03:16 AM

View PostJoseph Mallan, on 27 January 2015 - 03:08 AM, said:

How we are dropped into the respawn is the problem not that the enemy can light it up. Being dropped as a single unit it a stupid Tactical decision. Drop in at least a lance size force. drop facing in 4 directions so the enemy doesn't get all backs. Drop hot so we have a chance to fire back on teh enemy. Basically be prepared for everything to go sideways as best you can.

Yep the mech should already be "on line" while falling.
and to ACs or missile for the Dropships would help too

Edited by Karl Streiger, 27 January 2015 - 03:17 AM.






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