Rush tactics need to be addressed, either by requiring a threshold of defenders to die before a win by generator can be achieved or by completely restructuring the game modes.
Counterattack is just more fun and profitable than invasion now simply because it is not possible to short circuit the match.
Make primary purpose - to kill more than you die. As well as the counter-attack. The secondary goal - to destroy "Omega". Additional generators can be removed in this case.
Or another option: do not destroy the "Omega", but to capture.


Changing Priorities In The Attack Mode (Cw)
Started by Volkodav, Feb 13 2015 11:34 PM
4 replies to this topic
#1
Posted 13 February 2015 - 11:34 PM
#2
Posted 18 February 2015 - 06:17 AM
I think this is a good idea!
Devs see on this plz.
Devs see on this plz.
#3
Posted 03 June 2015 - 05:56 AM
Up
Another option: do not destroy the "Omega", but to capture.
Another option: do not destroy the "Omega", but to capture.
Edited by Volkodav, 03 June 2015 - 06:00 AM.
#4
Posted 14 October 2016 - 04:59 AM
Maybe a more domination style of capturing omega with less range than in quick mode ? (after destroying the generator...)
#5
Posted 14 October 2016 - 06:46 AM
What if the goal of community warfare was to wipe out the enemy, and the defending team got competent base defenses to back them up that can be disabled by taking out all the generators?
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