Tweaks To Counter "cheat" Cw Tactics
#1
Posted 18 April 2015 - 05:25 AM
So for the one which irritates me the most as a Clanner (when fighting IS)
The Gen rush - Blitzkrieg
1- Add 2-3 short range turrets that are tied to the gate generators (when gates open they shut down) Thus countering light rush but not giving the defenders unfair advantage in a straight up fight.
2- Minimum time 10-15 min (thus no fast wins)
to counter Spawn camping
1- Give dropships on the sides MPLs (with faster fire or multiple chainfired) thus ensuring that attackers cant get shots on dropping mechs.
2- if #1 doesnt fix tweak the flight path of the dropships over common camp zones and give a slightly slower flight speed with a bit more hover over dropping mech to give time for him to get to cover.
* Finally not really an issue but getting rewarded by my faction (Wolf) for defending say (CJF) doesnt really make sense to me. why not get spit rewards from both factions or just cbills from the other faction. (makes even less sense to me when say Liao is rewarded (by Liao) for defending Stiener, who they shouldent get along with (lore-wise). so maybe im crazy and thinking to much into it but they should do something about that. (atleast for IS they could say Comstar is rewarding them or something (i know thats anti-lore aswell)).
Also i see they decided to reset before wave 3 comes out. Dissapointing.
#2
Posted 18 April 2015 - 05:53 AM
#3
Posted 18 April 2015 - 09:29 AM
Defenders do have a natural advantage of starting with the high ground or better defensible positions. Most teams just flat out ignore this, while the ones that don't have great success in defending pretty much anything that gets thrown at them.
#4
Posted 18 April 2015 - 02:31 PM
Teamwork OP.
#5
Posted 22 April 2015 - 07:35 PM
KhanJames, on 18 April 2015 - 05:25 AM, said:
1- Add 2-3 short range turrets that are tied to the gate generators (when gates open they shut down) Thus countering light rush but not giving the defenders unfair advantage in a straight up fight.
Wow, this is actually a fantastic idea. Have several on the inside of the gate powered by the gate gen. If they took short-range/high-DPS lights, they'd waste lots of time opening the gate & invite the defenders to gate-jump. I just worry it takes some of the other sneak-attack strategies out of the game. I've seen more than a few battles swayed from a single attacker getting half the team to swing to the far gate.
#6
Posted 22 April 2015 - 08:51 PM
Vxheous Kerensky, on 18 April 2015 - 02:31 PM, said:
Teamwork OP.
Spawncamping has nothing to do with teamwork, and everything to do with lemming metacheese builds in a zerg deathball up to the enemy spawn to prevent the enemy from ever having the chance to fight.
SMH.
#7
Posted 23 April 2015 - 03:16 AM
In the military we call it the "alternate drop zone" effect.....basically, if the DZ is too hot, you reroute to one that isn't.
So, if there are any enemy mechs with X meters of the DZ, the dropship re-routes to an alternate DZ.
Simple as that.
#8
Posted 23 April 2015 - 03:33 AM
can you really blame anyone "spawncamping"?
#9
Posted 23 April 2015 - 03:39 AM
#10
Posted 23 April 2015 - 03:46 AM
("X = 500m? dawg! I snipe at 510m lawl!")
Just don´t distribute the spawns all over the place squarely in the way of the attacker like a derp.
(looking at you emerald taiga)
We have -one- map where it was done right. Hellebore. And I think that was an accident.
Still, it can be done. Easily.
Edited by Molossian Dog, 23 April 2015 - 03:50 AM.
#11
Posted 23 April 2015 - 04:41 AM
Moving the drop points for defenders out of the way of the paths of attack will also allow the defending dropships to be beefed up without affecting the original Invasion game mode. Counter Attack would still have to be tailored to prevent defensive abuse of the Dropships though.
Edited by SweetJackal, 23 April 2015 - 04:41 AM.
#12
Posted 23 April 2015 - 05:09 AM
#13
Posted 23 April 2015 - 05:25 AM
Telmasa, on 22 April 2015 - 08:51 PM, said:
Spawncamping has nothing to do with teamwork, and everything to do with lemming metacheese builds in a zerg deathball up to the enemy spawn to prevent the enemy from ever having the chance to fight.
SMH.
Pretty sure that "deathball" is a synonym for "the mech buddy system." And if you're taking your friends with you, that constitutes teamwork.
This hasn't changed since closed beta.
#14
Posted 23 April 2015 - 05:41 AM
Telmasa, on 22 April 2015 - 08:51 PM, said:
Spawncamping has nothing to do with teamwork, and everything to do with lemming metacheese builds in a zerg deathball up to the enemy spawn to prevent the enemy from ever having the chance to fight.
SMH.
Teamwork is the entire vehicle that drives wins in this game, the meta mechs is just the fuel.
#15
Posted 23 April 2015 - 06:36 AM
Telmasa, on 22 April 2015 - 08:51 PM, said:
Spawncamping has nothing to do with teamwork, and everything to do with lemming metacheese builds in a zerg deathball up to the enemy spawn to prevent the enemy from ever having the chance to fight.
So, better equipment and tactics, then? Seems about right.
Choosing to bring less effective builds and use less effective tactics in game puts you at a distinct disadvantage. Trying to turn that around as some kind of unfair behavior on the part of people who bring more effective mechs and team play to the game is frankly laughable. No one else should have to hobble themselves because you want to win your "fair share" of matches.
#16
Posted 23 April 2015 - 07:15 AM
Willard Phule, on 23 April 2015 - 03:16 AM, said:
Umm, this is already in the game. In real life it requires a commander to send a message & communicate. In-game it requires the commander to swap dead people to a different lance. What else do you want PGI to automate? Your weapon aiming?
Once again, a clanner asking for an "easy button"...
#17
Posted 23 April 2015 - 07:22 AM
#18
Posted 23 April 2015 - 07:32 AM
Telmasa, on 22 April 2015 - 08:51 PM, said:
SMH.
I bring Mist Lynxes and Gargoyles to CW. It can't get any more un-meta than that.
If an attacker's next wave gets caught with their pants down at their landing zone, it is their fault, and theirs alone, for not reorganizing while we were wiping out their previous wave. It does take time to kill 12 and run to their LZ. What were they doing during that time?
And why are people not getting this not so difficult point?
SMH
Edited by Mystere, 23 April 2015 - 07:49 AM.
#19
Posted 23 April 2015 - 07:45 AM
Vxheous Kerensky, on 18 April 2015 - 02:31 PM, said:
Teamwork OP.
This - if your team is getting spawncamped, the ENTIRE TEAM needs to pay attention to that, drive into the heart of the camped mechs, and drive them out or destroy them. What usually happens is the fight is going on elsewhere or your team is shotgunned across the map or hiding behind cover while the dropship comes in and gives the opposing team a free 4+ kills.
First: communicate. See a push that goes in to spawncamp? You better put a stop to it fast or your team's going to be at a serious disadvantage. It's not "cheating:" it's tactics. If I can pick off your team one by one while you sit idly by elsewhere? That's not "me cheating," that's you being a horrible teammate.
#20
Posted 23 April 2015 - 07:50 AM
Dawnstealer, on 23 April 2015 - 07:45 AM, said:
First: communicate. See a push that goes in to spawncamp? You better put a stop to it fast or your team's going to be at a serious disadvantage. It's not "cheating:" it's tactics. If I can pick off your team one by one while you sit idly by elsewhere? That's not "me cheating," that's you being a horrible teammate.
Was in a game where I got spawn-camped last week...2 of my mechs dropped, solo, into a shitstorm of fire from the opposing clanner team.
Both made it to cover, DAMAGED, but alive...and I ended up netting 2200 dmg despite dropping a pair of mechs into the worst situation possible.
When people talk about "not being able to do anything when you drop" I call that as BS. You can. Try harder.
Spawncamping means you were losing to begin with. Buck up, grit your teeth, and keep trying. You still have the opportunity to make the most of it.
Edited by Ghost Badger, 23 April 2015 - 07:51 AM.
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