Variable Drop Points In Cw
#1
Posted 25 January 2015 - 02:37 PM
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
Posted 25 January 2015 - 02:38 PM
#3
Posted 25 January 2015 - 05:51 PM
#4
Posted 25 January 2015 - 05:55 PM
#5
Posted 26 January 2015 - 03:33 AM
mzu, on 25 January 2015 - 02:37 PM, said:
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!
#7
Posted 26 January 2015 - 05:02 AM
mzu, on 25 January 2015 - 02:37 PM, said:
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
Posted 26 January 2015 - 11:09 AM
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
Posted 26 January 2015 - 11:31 AM
for game that have "mechwarrior" in the title, but that is another story
Edited by mzu, 26 January 2015 - 11:36 AM.
#10
Posted 26 January 2015 - 11:33 AM
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
Posted 26 January 2015 - 12:47 PM
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
Posted 26 January 2015 - 04:47 PM
AlphaToaster, on 26 January 2015 - 12:47 PM, said:
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:
IraqiWalker, on 26 January 2015 - 03:33 PM, said:
#13
Posted 27 January 2015 - 03:08 AM
mzu, on 26 January 2015 - 11:09 AM, said:
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.
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
Posted 27 January 2015 - 03:16 AM
Joseph Mallan, on 27 January 2015 - 03:08 AM, said:
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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