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#21 xX PUG Xx

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Posted 20 June 2015 - 05:46 AM

Well we played a few CW drops last night, mainly attacks, TBH i don't see a HUGE difference. The option to simply blitz the O-gens isn't really viable any more and my opinion is that isn't really a bad thing.

I play this game to engage in some 'Mech to 'Mech violence, thats where the fun and excitement is for me, the taking and holding planets has no real meaning beyond what we, the Community, attach to it. So going into a game and knowing its going to be an actual fight is pretty good, yes there is still stomps in either direction but that happens in public drops too and it can happen even when there is good to awesome players on both sides. That is the nature of the game.

As far as I can see it is now better for solo/small groups to defend as they have a slight advantage in base defences as force multipliers. The onus is put on the attackers to come up with strategies and enhanced teamwork to overcome this advantage, therefore favouring larger groups or well co-ordinated smaller groups using comm's.

All together not too terrible.


#22 sycocys

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Posted 20 June 2015 - 08:33 AM

View PostKin3ticX, on 19 June 2015 - 10:52 AM, said:

I know you guys wanted objectives


The 's' on objectives was what we wanted, what we got was a single objective which was also the only win condition. So many of the inherent issues with CW could have been solved by giving the game play more depth instead of spending 2 years on an overview map that also as it turns out has no depth of meaning.

Russ as normal decided that the minimal effort method was the way to go and it resulted in a boring and bland CW. No one to call out here but the guy in charge and his head is in the clouds with visions of some e-sport.

#23 LordNothing

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Posted 23 June 2015 - 09:21 AM

moving the gens ruined grim portico, one of my favorite cw maps. i kind of liked that map because the attackers had solid cover all the way to the gens, making it a pro attack map in a pro defense world. the battles used to all take place on the perimeter of the map where all the cover was, but now it seems like its just another attack the blob of objectives in the center map.

#24 Khereg

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Posted 23 June 2015 - 12:18 PM

View PostxX PUG Xx, on 19 June 2015 - 02:25 PM, said:


LOL I'm definitely not a meta player then. If you see someone running 6x MPL and sitting waiting to ambush. Thats me.



No, that's pretty meta right now. I think Kin3ticX just overlooked it. I've run a dropdeck that is all MPL's and racked up over 3k dmg with it. With the exceptions of the hot maps where these builds are a little *too* hot, they work great. On the cold maps, they're brutally effective.

The key is the range. Most CW maps are built to engage inside 500 m. You don't need long range for that.

Edited by Khereg, 23 June 2015 - 03:51 PM.


#25 3CLIPZ3

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Posted 23 June 2015 - 04:03 PM

Sorry to hear Count Zero, had some good battles against you. I agree that the new CW sort of throws tactics out the window now, but I am still hopeful that Phase 3 and the constant adjustments of PGI can lead us to the promised land.

#26 Vellron2005

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Posted 29 June 2015 - 01:23 AM

I, personally, am very unhappy with the changes to CW, but have elected to adapt the Clan Wolf way of thinking..

Adapt, Survive, Thrive!

Armored o-gens and OP dropships?

Challenge - ACCEPTED!

#27 Appogee

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Posted 29 June 2015 - 01:36 AM

When attacking, I no longer know what to get my team to do.

I can't go and capture/camp a defender spawn point, as the Drop Ships will annihilate what's left of my incursion force.

So I get inside the gate, losing armor to strikes as we go through the choke point, only to find my team facing 12 guys entrenched in a long range firing line, with the rearmost ones using the protective cover of the Drop Ships.

If I push in, the Drop Ships will take us out and the short path for enemy reinforcements mean they will quickly wipe out our force inside the base. Staying put just means they slowly whittle us down in a peeking battle until the clock time outs, with the defenders ahead on kills.

So, how does one successfully attack a base now against anything but the derpiest of defenders?

Edited by Appogee, 29 June 2015 - 01:37 AM.


#28 Ghogiel

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Posted 29 June 2015 - 02:10 AM

View PostAppogee, on 29 June 2015 - 01:36 AM, said:

When attacking, I no longer know what to get my team to do.

I can't go and capture/camp a defender spawn point, as the Drop Ships will annihilate what's left of my incursion force.

So I get inside the gate, losing armor to strikes as we go through the choke point, only to find my team facing 12 guys entrenched in a long range firing line, with the rearmost ones using the protective cover of the Drop Ships.

If I push in, the Drop Ships will take us out and the short path for enemy reinforcements mean they will quickly wipe out our force inside the base. Staying put just means they slowly whittle us down in a peeking battle until the clock time outs, with the defenders ahead on kills.

So, how does one successfully attack a base now against anything but the derpiest of defenders?

Out trade them.

#29 Appogee

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Posted 29 June 2015 - 03:54 AM

View PostGhogiel, on 29 June 2015 - 02:10 AM, said:

Out trade them.

That's fine when we're Clan, doesn't work when we're IS, due to Clan range superiority.

#30 Khereg

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Posted 29 June 2015 - 05:53 AM

View PostAppogee, on 29 June 2015 - 01:36 AM, said:

When attacking, I no longer know what to get my team to do.



I've found that on attacks, the attackers now need to be more than just a little better than the defenders to win. There are more and better placed turrets and the dropships you mentioned helping the defenders, for starters. You can't press a moderate territorial advantage the way you used to. That's by design, of course.

For example, with the covers on the o-gens, it's difficult to take gens before wiping out opponents. It can be done, but attackers have to be cautious about spending heat lest they get pushed at the wrong moment.

I had a couple of drops this weekend with pugs attacking pugs on Taiga where we maintained a kill lead during the entire match but time got short and we were unable to finish Omega before time expired. In one case, we had killed all 48 opponents, but only had a streak adder standing (after losing a few other beat up mechs near the end to turrets and dropships) and he ran out of ammo before he could finish Omega.

That's frustrating, b/c we were clearly winning the entire match, but the defender's extra help made the difference. I'm ok with it, but it's clear that in an otherwise evenly balanced match, the defenders have an advantage. As long as we know that going in, it's fine. Still a little frustrating, but fine.

I'm fine, really.

\Maybe not.

#31 Domoneky

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Posted 30 June 2015 - 06:28 PM

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