Tukkayid Objective Easier For Clans
#1
Posted 26 April 2015 - 12:28 PM
IS can never use its superior lights to zerg rush: We always have to grind and win by attrition no matter which drop we get as Defense or Counter-Attack requires us to usually kill all the Clan mechs to win the sector (unless time expires).
On the other hand, Clanners are using their speedy Mediums & Heavies to rush to the Gens to great effect on maps like Borreal or Tiago, etc. A few rushes and they win the match and claim the sector. Since they never have to really defend it feels more like an uphill battle for the IS.
I think the Attack mode objectives need to be redesigned by PGI after this event. Its never been a great game mode in my opinion. Generators on the gates out in the open, attackers having to funnel to 2 gates next to each other, etc. Any thoughts?
#2
Posted 26 April 2015 - 12:48 PM
How LoL you have to take down turrets before base objectives would be allowed to be damaged.
Perhaps something where the attackers are split up by lances and must push forward as lances against the defender's lances. Like outposts or firebases located in front of the main alpha / beta gates. And the attackers have to take all three bases before being able to damage the alpha / beta gates. Then the attacker has to take down the gate gens before being able to damage the omega gens. And finally take down the omega gens before being able to take down Omega.
The defenders would initial spawn at each firebase, but when they died they would respawn back near omega behind the alpha / beta gates (like it is now).
Idea here is that battles would start out as 4 v 4, then through advancing the battle line end with 12 v 12 combat.
#3
Posted 26 April 2015 - 12:53 PM
#4
Posted 26 April 2015 - 12:55 PM
ScreamingSkull, on 26 April 2015 - 12:53 PM, said:
I'm pretty sure attackers do not have to counter attack. All I've had this weekend is Attack and Hold Territory.
In my opinion, one of the reasons why CW is so boring is that majority of the map area goes unused. I'd like to see some secondary objectives and attack phases that would require the defending team to move around and fall back when the objectives get taken out.
Edited by Pineapple Salad, 26 April 2015 - 12:57 PM.
#5
Posted 26 April 2015 - 12:56 PM
#6
Posted 26 April 2015 - 01:51 PM
#7
Posted 26 April 2015 - 02:22 PM
#8
Posted 26 April 2015 - 03:46 PM
#9
Posted 26 April 2015 - 04:01 PM
#10
Posted 26 April 2015 - 06:32 PM
Anyway, this Tukkayid challenge is fun because we have a lot of people playing at the same time. Otherwise I think PGI needs to improve CW goals, maps, etc. Because its pretty repetitive and I wish we had a way to fight on more of the map space as people here have mentioned. It needs some serious changes to give it more longevity.
Edited by Jman88, 26 April 2015 - 07:25 PM.
#11
Posted 26 April 2015 - 07:27 PM
The mechs, when each in their respective niche, actually slightly favor an IS tactical advantage, but the way this event is set up, the Clans are less often forced to remain in a particular niche than the IS are. If mode selections were completely random, I think we'd see a pretty balanced 50% average Clan vs. IS win, and I'd say we're actually fairly balanced (when you average everything out) right now. The problem is that though the average balance exists, the single case extremes are still far too variable for my liking.
Edited by Dino Might, 26 April 2015 - 07:28 PM.
#12
Posted 26 April 2015 - 08:26 PM
Gen rush
Spawn camps
This game is, without a doubt, about shooting giant robots with your own giant robot. Spawn camping removes the fighting part for half the equation. Gen rush removes all of it.
I am not even sure if these are on Russ' radar. These two things can take a good, close match with intense fighting and turn it into a landslide of frustration. Case in point: my pug group had a match on the emerald defending. We actually had the ghost bear unit I will not name down to their last ten mechs. They zerg rushed them(all TBR and crow laser boats) and we simply couldnt put them down fast enough to prevent the generator from blowing. I am not ure what the solution is, or I should say, the easy solution. One could quadruple the generator HP, but that basically would mean the only way to win is through mech destruction. IMO they need more objectives like turret defended shiled genrators(or like mini gates around the omega) that force attackers into the deep part of the base against automated defenses. That would allow the defenders more time to destroy them, and also help against light rush. Maybe make some Streak turrets lol.
I dunno, CW has this potential for huge fun. IMO, it needs seperate group/solo and the gen rush and spawn camping need to be ended, quickly. Like right now. Spawn camping, FFS, that is stuff developers figured out how to stop in the 90's. hoardes of Steam players coming soon will not put up with archaic oversights like that, not matter how hard the try hards attempt to justify it.
#13
Posted 26 April 2015 - 08:31 PM
Clans:
Timbers, Hellbringers, Stormcrows (you may see other stuff or trials, but you will basically just see these 3 95% of the time)
You will see a very light peppering of Dires, Kit Foxes, Mad Dogs, Gargoyles and Adders.
Everything else doesn't get played in CW for clans. Trust me, we'd like to have variation in our decks just as much as you would like to see it. Some of our mechs are horrible liabilities if we take them in to the wrong maps or altogether a liability in general. (Warhawks, Ice Ferrets, Dires on some maps,)
Out of 13 mechs, you see these 3 mechs for a reason. If we take other mechs, we won't be competitive or even balanced/equal. You can compare it as participating in formula with an advanced engine but don't ask us to downgrade to a minivan for a Race just because it is thought to be unfair.
IS:
Atlas, Stalkers (mostly these), King Crabs, Banshees, Battlemasters (And that's just assaults)
Dragons, Hunchbacks, Griffins, Enforcers, Centurion, Catapuls, Cataphracts, Thunderbolts (mostly these), Blackjacks, Wolverines, Jagermechs
Firestarters, Ravens (Been seeing these two in equal amounts), some Spiders & Panthers, Cicadas (plays like a light)
All of the above more or less have been played very effectively under good pilots (annoyingly so to my detriment and wrecked mech decks in some shape or form.) I will say I was happy to see new Stalker variations and loadouts tonight instead of same old 6 LL from the past few days.
Only mechs I haven't seen more than once are Orions, Grasshoppers, Kintaros, Commandos, Victors, Zeus, Highlanders, Awesomes, Locusts. This would suggest these mechs might need a little more attention or some of the above are taking too much attention. (Or they just aren't good enough compared to other mechs in the same weight class due to boating).
---
In short we can agree: You're tired of us dropping in the same thing, we're tired of us dropping in the same thing, we're tired of fighting the same IS deck (STK/TDR/FS) with the same thing.
#14
Posted 27 April 2015 - 07:40 AM
A couple of ideas/quick fixes to make the Attack/Defend mode more fun:
1) Have the first defender wave drop OUTSIDE the Gates so it starts off like skirmish mode... remaining waves drop inside the base. This would force a quick battle in more of the map terrain, and improve the dynamic of the game (right now it feels totally choreographed for both sides).
2) Upgrade the Gate defenses -- put turrets at the gates with Pulse Lasers and ER PPCs and Triple the number of them. And seriously... having the Gens for the gates in such an obvious/open place is silly. Put it somewhere more difficult to hit but maybe lower the HP on it. Make some lights have to jumpjet the gate and narc it to take it out.
3) Spawn Camping --- Get rid of dropship ER Lasers but triple the fire power in the short/medium range. Maybe add missiles or pulse lasers. Basically make the Spawn zone a death by dropship if you decide to camp there....
Maybe 3 is bad idea but I'm not sure how else to fix the Spawn camp... maybe moving the drop site to different/random locations in the base is best idea? Right now they are too close together and predictable.
Edited by Jman88, 27 April 2015 - 07:46 AM.
#15
Posted 27 April 2015 - 09:44 AM
#16
Posted 27 April 2015 - 09:47 AM
You only have 1 win condition to deal with - more kills.
That's why you see teams blobbing out to the other teams spawn point.
I didn't really notice the difference in difficulty before because my unit generally attacks to take planets, but it really is pretty lopsided in favor of the attacking team - the results would be the exact opposite if we had Tuk with IS attacking immediately after this one ended.
Even totally discounting light rushes, IS can do the same med-heavy zerg on the attack and just hold for the kill lead or push to spawns with the same efficiency. Attacking is just plain easier.
#17
Posted 27 April 2015 - 10:24 AM
PGI has a lot of work done on it, as Russ says. He worried about the players trying to get out of it, I think he was thinking of having one door and 12 players trying to use it at the same time. This is not necessary.
The Union has 4 mech bay doors, Alpha, Beta and Charlie lances can each use one door. Cut the interior of the union into thirds for this reason.
The union's armaments are: 6 LRM-20s, 6 Large Lasers, 3 PPCs, 6 AC/5s, and 12 Medium Lasers
Have that sitting at the LZ and it alone can wipe out a lance of mechs. Plus the thing would be indestructible because its the spawn point for each attacking player.
While were're at it, change the attackers waves to be coordinated. So after everybody died or ejected from wave 1, they all spawn in the Union for Wave 2 and so forth. Let the defenders still land in leopards with the LLs as normal.
Do that today and spawn camping will end tomorrow.
Edited by Apnu, 27 April 2015 - 10:26 AM.
#18
Posted 27 April 2015 - 10:34 AM
#19
Posted 27 April 2015 - 10:45 AM
sycocys, on 27 April 2015 - 09:47 AM, said:
Must be nice, considering for this event you can actually GET counter attacks. Now perhaps if your FRR buddies could relinquish back about 30 of our planets you took by swarming the attack queue and preventing us from getting a single counter attack, that would be great!
#20
Posted 27 April 2015 - 10:55 AM
The issue I'm personally noting is that the balance of attack versus defense is heavily skewed in the favor of the attacking force when it comes down to the matches. My team didn't drop much defense before so I hadn't really noticed, but now I can compare the two and it's pretty glaring how far off it is.
Much, much easier to be the attacking force than the defending force, also makes since why recently you almost never match up to good teams when you attack.
Aresye Kerensky, on 27 April 2015 - 10:45 AM, said:
Must be nice, considering for this event you can actually GET counter attacks. Now perhaps if your FRR buddies could relinquish back about 30 of our planets you took by swarming the attack queue and preventing us from getting a single counter attack, that would be great!
OLD has 10 total planets, and I assure you we earned those with our single 12 man at a time group. Can't really say much for the rest of the FRR groups as they formed some sort of silly council that we don't take part in. But yes when we do manage to get counter attacks(hold) you notice we only focus on the 1 goal that matters -- kill lead, and generally do that very well - very unbalanced for the team on the defense side that has to do both.
Edited by sycocys, 27 April 2015 - 10:59 AM.
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