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Solution For Omega Rush


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Poll: Solution For Omega Rush (12 member(s) have cast votes)

Put a DPS cap on omega?

  1. Yes (5 votes [41.67%])

    Percentage of vote: 41.67%

  2. No (7 votes [58.33%])

    Percentage of vote: 58.33%

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#1 Mindnut

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Posted 17 April 2015 - 01:55 PM

Put a DPS cap on omega so that there's no diference whether 2/3 mechs are shooting it or the whole attacking team at the same time. That will give the defending team more time to kill the rushing mechs.

Edited by Mindnut, 18 April 2015 - 12:11 AM.


#2 Fireeagle

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Posted 17 April 2015 - 01:57 PM

Before i say yes or not it would be great if PG qould give us some statistics which balance winning/loosing defending teams have

#3 DI3T3R

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Posted 20 April 2015 - 01:39 PM

Just had horrible match:
Light rush. All generators taken out, Omega down to 50%. Assault-rush. And done.

I support some sort of DPS-cap.

(I had two other ideas, but a DPS-cap is better.)

#4 Celtic Warrior

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Posted 20 April 2015 - 06:50 PM

Either what OP suggested or give them 3 times more hit points.

#5 Karl Streiger

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Posted 23 April 2015 - 01:23 AM

Every game mode with a destructive target will favour Zergs - a Firestarter can place the same "DPS" rating of some assault mechs for a short period of time.

A plain increase of hitpoints will hit "normal" assault games more as it will hit zergs (as it was with the 3 generators before)

or in plain words - there is no simple fix for the Gen Rush problem - not on those maps - not with those stationary choke points

#6 Doman Hugin

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Posted 23 April 2015 - 01:44 AM

Would giving the generators a hardness and less hit points help.

that way you'd have to escort the larger mechs carrying the weapons capable of overcoming the hardness to the generator and protect them while they destroy it.

#7 DoctorZuber

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Posted 23 April 2015 - 11:54 AM

I think something like this is certainly needed.

Any statistics are actually fairly irrelevant since the vast majority of the time the attackers choose to farm dropships instead and win on kills. Typically this is a pre-made team, and they easily can and do win on kills choosing to ignore Omega. However on occasion when the battle did actually end up being close I have seen them choose to stop and burn down Omega to secure a win. Omega can be burned down in maybe 30 seconds tops.

I have also on occasion seen teams choose to burn down Omega right from the start. In this case the battle ends in under 5 minutes. Stopping them is effectively impossible. They can literally walk right up to Omega, ignoring all targets, and burn it down before you can kill their first wave of mechs. They don't even really need to do anything cute like take cover or even twist to spread damage. Omega has less hits than their entire team does. It will die first.

So yea. I think that is something that should be fixed.

#8 Helaton

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Posted 24 April 2015 - 08:57 AM

Why does it have to be DPS on Omega or even DPS on generators?

Why not switch to command and control?

Make generators indestructible but with capture areas (including gates). With 3 generators operating, omega damage is reduced by 100%. With 1 generator captured, damage is reduced by 66% etc, 2 capped, reduced by only 33% etc. An enemy mech leaves a capture point, and the generator turns back on reducing omega damage.

Gates, attackers capture gates quickly (10s to open, or 5s with 2 mechs, 3s with 3 mechs etc.) and they open quickly. Defenders can recapture gates but at a slower rate. (30s to close regardless of # of mechs)

Give Omega different destructible parts than just the exposed area on the back. 3-4 components of omega. If a team gets behind omega, omega is toast. Give it different destructible sections on front, sides and back. (Maybe 1 on each side)

To me this opens up a lot more strategy on the rush then just zerging.
  • Do you send 1 or 2 lights to a generator and attack with a main force?
  • Do you send 1 mech to each where it could be that the enemy is guarding those generators?
  • If the defenders displace the generator attackers, do the Omega rushers have a backup strategy since they are doing no damage to Omega?
  • Do defenders try to be mobile or assign a lance to each generator?
  • Is it more beneficial for attackers to murder ball, or break up for objectives?
  • Does going with an all light rush leave you too weak?
  • Does going all assaults leave you inflexible?
Add things like a new CW usable: Defense Repair. Able to bring a single turret back up and running.

For the attacker side:

Establish defenses around attacker dropzones. Things that would look like they would be airship dropped (Prefabs, portable generators, mech repair bay (non operable)). Only 2-3 tower style turrets (as this is a temporary attack point).

It would be cool for aerospace fighters to do passes by the attacker dropzone and fire medium lasers at enemies. We have the models/art for the fighters already.

For example Boreal, you're on an elevated plateau exposed for a straight 3500m from the defender in eyeshot. Its a bit insane. More cover in the attacker area. Dropzones have control points too. If a defender takes and holds a dropzone, ships can no longer drop. Once all attackers dropzones are captured, defenders win, regardless of number of mechs left. (Which may make a defender rush a viable tactic)



There's a lot that can be done with the existing game mode.





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