Xeryax, on 03 March 2015 - 04:24 PM, said:
Again, I am not saying my suggestion is the best, but the only 'realistic' option here involves buffing the dropship lasers or modifying turrets...
I dont think this works. Because it makes it even HARDER to achieve the objective by fighting it out, and the defenders already have all the advantages when it comes to that.
I can tell you for a fact that there are teams out there that can stop the light rush. Especially clans. Just a few streak boats can ruin your day, Get a volley of streaks into a mech, and a turret can finish them off super easy. The turret aims for the weakest point of the mech and does not miss.
If I was designing the game mode I'd add a few more short range turrets up behind the omega, and maybe like one more near each turret gen. This would make it slightly harder to light rush. I'd add a dropship control tower for Boreal and Sulpher, that when destroyed increases the respawn time by 15 to 30 seconds. (i'd start with 15 and see what effect that has then move to 30 if the respawns are still too quick). That way the attackers actually get some kind of reward for destroying a mech, besides a face full of dropship lasers and another fresh mech to kill.
The game should not be balanced for the least common denominator. Unorganized teams should lose to organized strategies that are designed down to the dropdeck/loadout level.
Now the lack of matchmaker is another issue entirely. I'd like to see a simple matchmaker introduced to CW, if a 12 man premade is in a queue looking for a match, the matchmaker tries to find another 12 man premade for them to fight. If there is a group of PUGS ahead of the 12 man then it bumps the other 12 man up ahead of the PUG group to defend the planet.
Likewise if a PUG group has priority as the next group up to attack on the planet and a 12 man is in the queue as a defender, it looks for a PUG group behind that 12 man to oppose the PUGS. Dont program in a huge delay. Just enough that it makes it more likely for PUG on PUG games and 12man on 12 man games.
Treat 7 or 8 mans and up as a "premade". Otherwise clowns will be dropping with 11 intentionally to try to get PUG to oppose them instead of a 12 man for the easier win.