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Dropzone Rapage


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#1 ReemusX

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Posted 29 February 2016 - 03:37 AM

Getting to where this is the most common tactic in CW if the enemy 1st wave is beaten down somewhat. After about 35 matches this weekend maybe 4-5 did not have this. I have been on both ends of it ... We either push or get pushed.

Entire teams literally sit up right at the drop zone and even with 4 drop ships landing there isn't enough damage to worry about by the campers..... The result of course is your mech being cored out before it even finishes the drop cycle.

It really takes away from the game to have your next 3 drops camped so hard that there is no chance for a push back. It would seem that if your first wave fails.... It is game over (especially in pug teams) and there is no chance regroup well enough to make it a good game.

Honestly I think this exploit of nearly no consequence for drop-****** needs a good revamp. I of course hate being on the bad end of it....and I really don't like being on the good end of it. For new players trying to get a feel of the game...this is one thing can can def drive them away....and retention of newcomers is what keeps a game alive.

Not really a rant or whining....but it is a legit gripe... Some will say "you won't get drop-***** if your team doesn't suck"... Well, I can say that there are some units that have perfected this tactic...and for a pug team which is most common... They almost never stand a chance.

Just my .02... needs some serious fixing. I watch 3-4 drop ships firing perma LL at these guys and see MAYBE 1-2 drop ship kills. On a fresh assault he can stand there and take 4 drop ships of fire no prob. Even worse is that the ships fire through their own team lol. It's a mess...

#2 sycocys

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Posted 29 February 2016 - 03:42 AM

Well that's what happens when you put respawns in an FPS. Works that way in literally every single other FPS I've played with a respawn system.

If only there were a franchise built around campaigns that would allow you to play multiple scenarios against your opponent you could solve this issue and make something more interesting for the players to draw into.

#3 Triordinant

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Posted 29 February 2016 - 03:44 AM

Best solution: stop playing CW until they fix it in a way that makes it fun for you. That's the real reason only 10% of all matches on all MWO servers take place in CW.

#4 ReemusX

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Posted 29 February 2016 - 03:53 AM

All I play is CW really. It could be fixed ...well...not fixed but done in a way that makes dropzone ****** less attractive... Like 50dmg drop lasers...better range...etc.

At least keep the enemy out of the exact spot your mech drops...far enough away to allow some moevement

Edited by ReemusX, 29 February 2016 - 03:54 AM.


#5 Davegt27

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Posted 29 February 2016 - 04:14 AM

Quote

Getting to where this is the most common tactic in CW if the enemy 1st wave is beaten down somewhat. After about 35 matches this weekend maybe 4-5 did not have this. I have been on both ends of it ... We either push or get pushed.

Entire teams literally sit up right at the drop zone and even with 4 drop ships landing there isn't enough damage to worry about by the campers..... The result of course is your mech being cored out before it even finishes the drop cycle.

It really takes away from the game to have your next 3 drops camped so hard that there is no chance for a push back. It would seem that if your first wave fails.... It is game over (especially in pug teams) and there is no chance regroup well enough to make it a good game.

Honestly I think this exploit of nearly no consequence for drop-****** needs a good revamp. I of course hate being on the bad end of it....and I really don't like being on the good end of it. For new players trying to get a feel of the game...this is one thing can can def drive them away....and retention of newcomers is what keeps a game alive.

Not really a rant or whining....but it is a legit gripe... Some will say "you won't get drop-***** if your team doesn't suck"... Well, I can say that there are some units that have perfected this tactic...and for a pug team which is most common... They almost never stand a chance.

Just my .02... needs some serious fixing. I watch 3-4 drop ships firing perma LL at these guys and see MAYBE 1-2 drop ship kills. On a fresh assault he can stand there and take 4 drop ships of fire no prob. Even worse is that the ships fire through their own team lol. It's a mess...


The CW pendulum (for lack of a better term) keeps swinging back and forth


When CW first started drop ships could hit you when you were outside the gates on boreal (on attack)

Then they got nerfed, then spawn camping started up, turrets got buffed then nerfed then buffed again

Maps where modified to reduce spawn camping, drop ships buffed and then nerfed again

Now we at another drop ship nerf phase

At one point your base was under threat of a light rush so that made you cautious about running out to spawn camp
But that tactic was pretty much eliminated by buffing the turrets then putting a shield over the generator then adding more generators

Then moving the secondary generators with a tiny port you have to shoot into

A lot of changes in 1 year and 2 months of CW

Almost all tactics have been eliminated except the go in and out alpha the other team
If you’re down on kills after the first push you’re pretty much done


#6 Jenovah

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Posted 29 February 2016 - 04:18 AM

I don't think increasing the range is the answer. Enough of a problem of people hiding and not participating in order to lock people up for 15 or so minutes and this will only increase that. Making the spawn areas out of bounds creates the same problems so long as there is terrain to hide behind which you would need- or else people would just snipe into the areas. Some of the maps the dropships already reach out and hit you when you're 1/2 way between the two spawns fighting. Other maps they shoot through terrain, and still no matter how much I torso twist I always seem to take hits to the CT.

Grim portico and Vitric Forge, I think, on the defender side almost had it right. There is enough distance between locations and it can make it difficult to get a bead on them as they come out. Both maps attacker locations are bad. However, that's what you would consider to be the beachhead- which is always damn difficult to defend as you're establishing a foothold. Think of it as Omaha Beach during the invasion of Normandy.

Not all the maps have a good defender spawn, for attackers I could care less- that's the price you pay to establish that foothold on the attack.

#7 ReemusX

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Posted 29 February 2016 - 04:28 AM

Or maybe when the attacking team counter (dead) reaches 12, 24, 36 the gates re-close with a weaker power grid in case they want to reinforce (which usually isn't great). It would be more realistic in a sense that the gates "repaired". It wouldn't completely eliminate dropzone camping but would greatly reduce these game breaking rushes.

Edited by ReemusX, 29 February 2016 - 04:28 AM.


#8 Meathook

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Posted 29 February 2016 - 04:31 AM

Just make the Dropzone out of bounds. 5 seonds for the enemy team, 60 seconds for the own team. Takes care of spawn camping and eliminates those pesky AFK mechs. It's not rocket science, yet PGI seems not able to implement such basic mechanics...

#9 Jaqir

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Posted 29 February 2016 - 04:52 AM

Dropships bombarding the LZ prior to dropping their cargo should mostly fix it. Something equaling X amount of artillery strikes, without the smoke warning, saturating the area if hostiles are present. Enough to discourage making camp there while still leaving room for hit'n run tactics against the reinforcements.

#10 sycocys

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Posted 29 February 2016 - 06:20 AM

Or maybe you just do 5 matches with 5 objectives and total the scores to have a campaign winner.

Spawn killing + spawn turtles become a non-issue and you can start putting tactical play back into the mode instead of having a half-arsed attempt to copy more successful mobas.

#11 Lugh

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Posted 29 February 2016 - 06:43 AM

View PostReemusX, on 29 February 2016 - 04:28 AM, said:

Or maybe when the attacking team counter (dead) reaches 12, 24, 36 the gates re-close with a weaker power grid in case they want to reinforce (which usually isn't great). It would be more realistic in a sense that the gates "repaired". It wouldn't completely eliminate dropzone camping but would greatly reduce these game breaking rushes.

But but, this brings up another flaw in the game systems design.

I am the defender. I cannot open my own gates to sortie out, I have to wait for the attacker to oblige. Which makes little sense, because if I am the defender it would be smart to go out the right gate to hit the left gate attackers in the rear....

But, nooooooo.... I have to meet the enemy team head on, unless they are split pushing for some odd reason.

#12 Tom Sawyer

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Posted 29 February 2016 - 06:43 AM

Maybe a game mode that does not involve a giant gate, a giant gun, and the same old rush to attack?

So much more CW could be......

#13 MechPorn

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Posted 29 February 2016 - 06:51 AM

If they want to stop apawn camping, thwy would throw a couple AC100 on the dropship.

#14 Zibmo

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Posted 29 February 2016 - 06:51 AM

View PostReemusX, on 29 February 2016 - 03:53 AM, said:

All I play is CW really. It could be fixed ...well...not fixed but done in a way that makes dropzone ****** less attractive... Like 50dmg drop lasers...better range...etc.

At least keep the enemy out of the exact spot your mech drops...far enough away to allow some moevement


I have suggested that there be dropzones (plural) that have to be capped. Once capped, the dropzone "ownership" decays unless at least one mech stands within its radius. This would allow people to decide where they want to drop. This accomplishes two things. Firstly, it makes it almost impossible for a spawn camp to succeed. Secondly, it makes the game a great deal more tactical as, in order to win, forces would have to be split to some degree.

#15 RussianWolf

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Posted 29 February 2016 - 06:54 AM

You guys are STILL playing that embarrassment of a mode?

I mean, the Public Queues are bad enough, but CW is a joke.

#16 Coolant

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Posted 29 February 2016 - 07:11 AM

Agree with OP completely. The issue is that some units have zero class and know nothing about sportsmanship. They lack any sense of honor. The biblical phrase, "And just as you want men to do to you, you also do to them likewise" (Luke 6:31) is ignored like most other forms of morality. People are by nature selfish, self-centered, and rather than rise above it they embrace it to the detriment of the rest of the player base.

#17 Metus regem

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Posted 29 February 2016 - 08:31 AM

Let the drop ships be you know drop ships? Those things are a special kind of hell to attack in TT.... even the small ones like the Leopard that we've got here... But then people whine that the drop ships would have too much range, and too much fire power.... They are an Air Calvary unit in one package, they should be terror inducing to the OPFOR...

#18 Mystere

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Posted 29 February 2016 - 08:33 AM

View PostDavegt27, on 29 February 2016 - 04:14 AM, said:

Almost all tactics have been eliminated except the go in and out alpha the other team


I blame all the ******* whiners! They're the reason we cannot have nice things in this game. PGI constantly wastes limited time, effort, and resources placating them instead of developing the missing or woefully undeveloped parts of the game.

#19 xTrident

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Posted 29 February 2016 - 08:34 AM

View Postsycocys, on 29 February 2016 - 03:42 AM, said:

Well that's what happens when you put respawns in an FPS. Works that way in literally every single other FPS I've played with a respawn system.

If only there were a franchise built around campaigns that would allow you to play multiple scenarios against your opponent you could solve this issue and make something more interesting for the players to draw into.


I've played games where the respawn point would change depending on where the enemy was. I can't imagine it would be that difficult to incorporate.

To the OP - It's simple... Don't play CW. I tried it one time. It was as bad as everyone that's had bad experiences has told me. First I dropped with randoms - no problem, except we were going up against an organized unit. So we got destroyed and by the end of the match the spawn camping was heavily going on. I won't play that mode again.

Edited by xTrident, 29 February 2016 - 08:42 AM.


#20 Lostdragon

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Posted 29 February 2016 - 08:38 AM

If CW had truly large maps that weren't just glorified MOBA lanes then the drop ships could put respawning players at a point far away from the attackers, It would make scouting actually matter and create some additional need for role warfare.





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