Hello, having played in many warfare matches, I've come to see a common pattern with attacking teams. They will breach the gate and run immediately to the drop points. Having 12 mechs camping the spawn point, insta-killing every mech that drops down is not fun. No real life transport would come and drop troops into an overrun zone. But since this is what happens, I suggest this: More powerful drop ships. No enemy mech would want to be in a drop zone when the drop ship comes in. Either give them more weapons, including Heavy drop ship only Gauss cannons, ER Large Lasers (drop ship versions) that are much more powerful than mech mounted versions. Make it dangerous for enemy mechs to be in drop zones, even deadly if mechs are already damaged. I know I speak for many players that want to FIGHT, not be insta-killed when they drop.
Turrets: The current turrets used in faction warfare are pitiful and should only be used in non-faction warfare maps. We need Calisto turrets around the base with large lasers, lrm's and medium lasers. Smaller beam turrets should have large lasers and medium lasers with faster firing rates.. Calisto turrets should be places smartly to cover the battlefield and really be a hamper to attacking units. Have you ever watched a turret in action? Terrible. Many times I see mechs running by turrets that don't even open up, just stay closed. Replace all the missle turrets with Calisto turrets and add some Calisto's in better locations. After all, what good are medium laser turrets vs long range weapons from enemy mechs. Give turrets a fighting chance and give them better AI.
Also on other note, the front gates are too easy to get into. What Base Commander would put the gate generator in a line-of sight for attacking forces along with the gate turrets that can't even hit the enemy on top? Take out the gate generator and have the attacking team actually have to "destroy" the reinforced gate. Put 2 Calisto's behind, but near the gate that can detect and fire lrm's at approaching mechs. Gates should be heavily defended, not a cake-walk.
But overall, my major dislike is the spawn camping. At least make it so if a drop zone is overrun, the dropship wont drop there, drop it's mechs in a clear drop zone.
Maybe some will like these suggestions, maybe not. I'm sure teams that do major spawn camping (TCAF for instance) will flame this. That's fine. Like I said above, I want to fight, not be insta-killed at a overrun drop zone that my drop ship pilot is stupid enough to drop us into.
Praxx
Weakness Of Turrets/dropships In Warfare
Started by Praxx, Apr 16 2015 12:32 PM
4 replies to this topic
#1
Posted 16 April 2015 - 12:32 PM
#2
Posted 16 April 2015 - 12:44 PM
Aside from the fact that the canon configurations of the Leopard DropShips would scare any attacker.. It would make sense to have different spawn positions, for the reason you mentioned.
#3
Posted 16 April 2015 - 05:58 PM
In general the current model of CW could do with a big overhaul.... everytime I read these posts I keep adding to a growing document on it's design.
Some quick options:
* Reinforcements are always a full lance. The next dropship doesn't fly in unless there are 4 mechs ready to go. Bit of protection in numbers.
* Dropship weaponry for both sides is as per the canon.
* Initial attack wave is by orbital drop and they have to eliminate some Anti-Air turrets before dropships can be brought in.
* Initial defending wave from mechbays so they have a bit more time to setup.
* New team commander options in the Battlegrid for deployable NPC units.
* Allow the option not to drop. There should be an indicator or visible status for the mission and the dropzone to show if it is overrun or lost allowing players on either side to withdraw from the conflict. This becomes more relevant in an extended campaign and full blown invasion.... which is for another post.
Some quick options:
* Reinforcements are always a full lance. The next dropship doesn't fly in unless there are 4 mechs ready to go. Bit of protection in numbers.
* Dropship weaponry for both sides is as per the canon.
* Initial attack wave is by orbital drop and they have to eliminate some Anti-Air turrets before dropships can be brought in.
* Initial defending wave from mechbays so they have a bit more time to setup.
* New team commander options in the Battlegrid for deployable NPC units.
* Allow the option not to drop. There should be an indicator or visible status for the mission and the dropzone to show if it is overrun or lost allowing players on either side to withdraw from the conflict. This becomes more relevant in an extended campaign and full blown invasion.... which is for another post.
#4
Posted 16 April 2015 - 06:11 PM
Well let´s have a fast look on the leopard dropship from the tt and some others:
2 x PPCs
3 x LRM-20s
7 x Medium Lasers
5 x Large Lasers
Should hurt an attacker...
The gazelle:
2 x PPCs
1 x LRM-20
1 x AC/5
2 x SRM-6s
1 x Large Laser
10 x Medium Lasers
also nice the titan:
8x Autocannon/20s
6x LRM-20s
22x Large Lasers
10x Medium Lasers
Well another dimension has the conquistador:
16xGauss Rifle
10xRAC/5
8xLB 10-X AC
7xER PPC
12xLarge Pulse Lasers
27xMedium Pulse Lasers
8xLRM-20s Artemis IV FCS
28xAMS
Would love to have this baby dropping me down into battle
2 x PPCs
3 x LRM-20s
7 x Medium Lasers
5 x Large Lasers
Should hurt an attacker...
The gazelle:
2 x PPCs
1 x LRM-20
1 x AC/5
2 x SRM-6s
1 x Large Laser
10 x Medium Lasers
also nice the titan:
8x Autocannon/20s
6x LRM-20s
22x Large Lasers
10x Medium Lasers
Well another dimension has the conquistador:
16xGauss Rifle
10xRAC/5
8xLB 10-X AC
7xER PPC
12xLarge Pulse Lasers
27xMedium Pulse Lasers
8xLRM-20s Artemis IV FCS
28xAMS
Would love to have this baby dropping me down into battle
#5
Posted 16 April 2015 - 10:06 PM
Praxx, on 16 April 2015 - 12:32 PM, said:
But overall, my major dislike is the spawn camping. At least make it so if a drop zone is overrun, the dropship wont drop there, drop it's mechs in a clear drop zone.
Praxx
Praxx
For avoid spawnkilling you just need a good commander ... well with a pugs team we were attacked by a large premade 12' or minimal 10' they took charlie spawn but they didn't get any spawnkill because i was in command ...
At last they win by kills ( pugs vs large premade ) but they didn't get any opportunity to spawn kill charlie lance ( and charlie lance people died a lot ).
Nothing to change about dropship or base turrets, people have to defend better with weapons and with theirs brains.
Edited by Idealsuspect, 16 April 2015 - 10:06 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users


















