Yokaiko, on 10 March 2015 - 03:32 AM, said:
You were in the C2 Dropship
Welcome to Sulfur, the 'safe' play is:
1) Go alpha, get that gen, kill till your first wave is dead,
2) Return via gamma
3) By hell or highwater get the C2 grid
Here is the thing C2 on sulfur is such a monumental design flaw I don't believe it made production. Once you have a toe hold on that grid you have basically won the game you can get two generators AND Omega AND farm a dropship LZ without budging from that back O-gen area. Added bonus, if you don't let the enemies get you out of there, you essentially take 12 mechs or so out of the game because four people are going to fall out of that dropship right in front of you, at close range with weapons primed. That happens to everyone.
In short you got farmed, weather the OLD guys knew about that flaw or not I don't know (I'd assume they did), but defending sulfur requires that you hold that grid down, or lose.
In fact speaking of sulfur, why the hell is 3/4 of the map OUTSIDE the gates, its such a silly design.
Not with the contract system as it is.
You are correct in your assesment. OLD did know about this, it was inherent in their initial "commands" on the VOIP to the 4 solo's. When I described being perpetually outnumbered, that is when we lost total control of that grid, but we DID manage to fight back for it, and even the score out before I was out of mechs. And yes, 4 players, myself included, lost a mech to stupid spawn camping.
I know it can be attributed to a map design flaw, but the camping spawn BS happens anyway, and I put that on PGI 100%. If the tryhard "elite" can do something, and it helps to win, they will do it regardless of how ****** it makes the gameplay. It's just tryhard nature. It falls then on PGI to make it impossible.
IMO, they should have a mech hanger for the base. it should have some very short range, but well protected(as in map asset cover not armor) very potent turrets to protect the "door" and the hanger itself should have a doorway that provides cover for the whole team, where even if the enemy is able to get a bead on the door, they have to contend with powered up mechs shooting from a sort of cover from inside the hanger. If the enemy is able to get past the turrets into the hanger- well in that case, IMO, thats actually fit to go with lore as if the enemy lance ins in you hanger shooting it up, you SHOULD lose your base. It should be profoundly difficult to achieve that though.
On the flip side, the dropships should be dropping attackers, and they are a good bit out. IF we implement the hanger idea, then there is no reason they shouldnt make dropship weapons UBER SMASH, because the base defense should not be running way out to the field- the only reason to do so would be to spawn camp. Without dropships IN the actual base(because there is a hanger) there would be no issue with crazy strong dropships interfering with base attack.
Really, that was the worst thing of the whole match, and yeah, OLD knew about it and was prepared, and quite honestly the fight itself turned out to be a close struggle for the controling grid. It was just the BS cheap **** shooting mechs out of the air that made it feel so unsatisfying in that regard.