Paigan, on 31 March 2015 - 04:04 AM, said:
Last time we got totally light-rushed (omega at 75% on the first wave despite reaction quite well to the lights, killing them okay, etc.) I thought: If this is supposed to be a viable option, then there wouldn't be any mechs > 35t in the universe.
As there are heavier mechs, that must naturally mean that such a strategy is unwantedly overpowered and hence must be nerfed.
TBH my impression is the whole CW mode is a much much too special-cased style of playing.
You have exactely one big target, generators that protect it, gates as initial buffers, generators for the gates, special-tailored terrain for all the specific tactical elements of this one particular scenario.
You also can't use the terrain for much else because it is so special-tailored, which seems like a kind of waste of development time to me.
It's like MWO Dota.
And because it is such a specialcased niche szenario, it is susceptible for special case strategies.
Shouldn't mech battles be something different?
Like a giant map where scouting is actually needed and different strategies (like speed or stealth or all-out assault) can work equally?
CW could very well be just a series of special game modes on generic maps, like:
1.) A little more complex scouting of a map for a dropship landing zone
2.) Defending the dropship after it has landed
3.) Scout another map a little for strategic targets (Cannons or otherwise)
4.) Some matches where a strategic target is attacked
5.) Some Counter-attack matches
All on generic maps (we could have 5-10 more of those by now if the special-tailored maps wouldn't have been to be developed), all that would be required is a little scripting for objectives, target objects, etc.
Agree with the addition of increased map size and have more dynamic objectives. One thing that is fun to do when making a mission in the Arma 3 engine is that I can make new objectives appear after one is complete. It would be interesting to have a dynamic mission system like that in MWO, which would need at least bigger maps... for CW. Arma 3 has a huge virtual land mass to make missions on that, which lets a lot of players find creative ways to play the same game in new ways, in different strategies. It would be great if CW maps could be expanded to take advantage to take that philosophy too (even if they only expand to 4x-3x previous size for CW).
and on invasion....
If the defenders had to retreat to a pickup/dropship in counter attack mode after their base was destroyed it would make the game mode much more strategic than most kills. Strategically why would any army leave units on the battlefield if it cannot support them, units that are working completely/near completely (after the dropship could pick mech that are retreating to safe area)? CW was suppose to be for more simulation players of battletech right? If the defenders mobile base is destroyed in counter attack mode, let the remaining units fall back to a retreat zone. Basically this gives them a reason to pull back and cover their losses.The put in a retreat dropzone with a time limit at that point if the base is destroyed. Additional destruction of the enemy defenders mech/structures when they are retreating is THEN counted toward a C_Bill bonus NOT before. Shouldn't strategic goals or win conditions far outweigh deathmatch win conditions (like invasion mode), especially in the case of counter attack? Its a pipe dream right now though. The new CW map is so very horrible, just funnels both teams into one location for a battle. They need to make the maps bigger, move the gate generators in a safer location too. Having a Power station that powers the turrets would add more strategies for the attackers and defenders.
Carpenocturn, on 31 March 2015 - 02:47 PM, said:
Exactly right. The mission matters in CW above the means to achieve it.
The western worlds militaries do not tolerate a 90% material and pilot loss to achieve a mission. They will only give the go ahead to missions they have thrashed out and believe are achieveible. CW is not bound by this.
Light rush is alive and well because not only can you risk the loss of 240-1250 without winning, you can expect to win after having risked it.
Objectives that are, Take and hold. Defend.
for points, resources, attack zones, closing gates, repairing facilities etc, battlefield information etc
Agree Fully
Edited by zolop, 31 March 2015 - 02:59 PM.






















