Question/Issue:
#Moriquendi86 Are you going to revisit two initial CW maps and try fix spawn camping on defenders?
* Sees spawn camping as a issue in general.. thinks Forest map is potentially the worst of the current maps
* Extremely hard to design around griefing tactics.
* Hellbore has the safest dropzone.. wants to have dropzone up and away from the action
* Thought of having Dropships hover if there are mechs in range of dropzone.
* Perhaps have the Dropships focus fire down mechs.
* Has to be balanced against Defense and Counter Attack modes.
* Hoping to have improvements before End of Summer
We touched on this in another thread but I fear it was buried so thought I'd give the idea it's own thread.
In order to prevent spawn camping, why not, instead of having three Leopard dropships zoom in constantly, just park a Union or Overlord (or Clan equivalent) in the middle of the drop zone?
1. To promote lance separation, use three different doors. The shear size of the dropship will prevent instant cohesion. (Can even use fog clouds as the engines cool)
2. Stable platform for dropzone destructible turrets.
2. Prevents spawn camping, gives the incoming mechs some cover, but also allows the opfor to destroy the turrets if they do get too close (the invincible-ness of the Leopard weapons is somewhat annoying).
Player Solution To Question In Town Hall
Started by CDLord HHGD, Apr 17 2015 09:45 AM
5 replies to this topic
#1
Posted 17 April 2015 - 09:45 AM
#2
Posted 17 April 2015 - 09:50 AM
I think this is a good solution along with seperate drop zones.
#3
Posted 17 April 2015 - 09:53 AM
i wouldn't mind if each team only had one primary drop zone, and then there were a number of captureable drop zones throughout the map that either team could control. primary drop zones on both sides would be placed to make spawn camping very difficult (and thats easier to do with one drop zone than three) and might be supported by dense turret concentrations.
capping a drop zone would be kind of like conquest except there would be turrets that need to be neutralized, and you would have to outnumber the enemy as well and hold for a time. each time it is capped a drop ship will deliver new turrets to aid in its defense. multiple zones would be staggered and you would always spawn at the one closest to your objectives (you might even have to run a chain from primary spawn to the current lz to cap the next one, and this chain could be broken by doing a deep raid).
im also getting rather tired of gates being the default obstruction. perhaps defensable structures like bunkers, trenches, destructible walls, turret gauntlets, and underground networks could be utilized as alternatives to walls on some maps.
objectives like ogens could be placed along the route rather than all in the back of the enemy base. it would make it feel more like a battle too since the lines would actually move rather than being stuck at the gate. loosing ground would have consequences to your chances of winning, and gaining ground will make objectives far easier to hit.
capping a drop zone would be kind of like conquest except there would be turrets that need to be neutralized, and you would have to outnumber the enemy as well and hold for a time. each time it is capped a drop ship will deliver new turrets to aid in its defense. multiple zones would be staggered and you would always spawn at the one closest to your objectives (you might even have to run a chain from primary spawn to the current lz to cap the next one, and this chain could be broken by doing a deep raid).
im also getting rather tired of gates being the default obstruction. perhaps defensable structures like bunkers, trenches, destructible walls, turret gauntlets, and underground networks could be utilized as alternatives to walls on some maps.
objectives like ogens could be placed along the route rather than all in the back of the enemy base. it would make it feel more like a battle too since the lines would actually move rather than being stuck at the gate. loosing ground would have consequences to your chances of winning, and gaining ground will make objectives far easier to hit.
Edited by LordNothing, 17 April 2015 - 10:14 AM.
#4
Posted 17 April 2015 - 10:52 AM
each team should just get like 5 lances of urbies at their dropzone for defense.
#6
Posted 17 April 2015 - 06:48 PM
The defending side dropships only having medium lasers while the attacking side dropships has ERLL on the same class dropship doesnt make sense. Fix that first. Also why do Clan dropships have inner sphere weapons? Fix that to. They should have their own type of dropships with their clan emblem on the side.
Put up a few barriers and raise the gens durability and then the maps are fairly good, simple. Then add more maps and more modes and space combat and character to run around in the mech bay with and stuff.
Put up a few barriers and raise the gens durability and then the maps are fairly good, simple. Then add more maps and more modes and space combat and character to run around in the mech bay with and stuff.
Edited by Johnny Z, 17 April 2015 - 06:50 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users




















