PGI was on to something with defenses and I get it that no one won by capping, but now all that happens is a rush to base capture in every game I have played.
Splitting the team to assault and defend means the defending lance(s) lose to a 12 man push and the assault-lance(s) still cap slower so even with a head start they lose. This mode is the least exciting, has the least combat (unless both sides charge down the middle ... haven't really seen this but guess it could happen), and has the least potential valid and/or interesting tactics (willing to be proved wrong).
Suggestions:
1. Put stationary defenses back in and let us use the drop-deck tech (or some variation) to have a chance of grinding the defenses down.
- This will increase combat
- This will likely still lead to wins by base capture, but not before multiple pushes/skirmishes
- This will let non-CW players experience drop-deck
- This will allow less skilled players to not be immediately out of the fight
- This will increase combat
- This will likely still lead to wins by base capture, but not before multiple pushes/skirmishes
- This will allow skilled light/medium pilots to make a big difference in a non-straightforward combat role (like they can in Conquest, although with a bit more risk)