Dropzone Rapage
#1
Posted 29 February 2016 - 03:37 AM
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
Posted 29 February 2016 - 03:42 AM
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
Posted 29 February 2016 - 03:44 AM
#4
Posted 29 February 2016 - 03:53 AM
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
Posted 29 February 2016 - 04:14 AM
Quote
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
Posted 29 February 2016 - 04:18 AM
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
Posted 29 February 2016 - 04:28 AM
Edited by ReemusX, 29 February 2016 - 04:28 AM.
#8
Posted 29 February 2016 - 04:31 AM
#9
Posted 29 February 2016 - 04:52 AM
#10
Posted 29 February 2016 - 06:20 AM
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
Posted 29 February 2016 - 06:43 AM
ReemusX, on 29 February 2016 - 04:28 AM, said:
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
Posted 29 February 2016 - 06:43 AM
So much more CW could be......
#13
Posted 29 February 2016 - 06:51 AM
#14
Posted 29 February 2016 - 06:51 AM
ReemusX, on 29 February 2016 - 03:53 AM, said:
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
Posted 29 February 2016 - 06:54 AM
I mean, the Public Queues are bad enough, but CW is a joke.
#16
Posted 29 February 2016 - 07:11 AM
#17
Posted 29 February 2016 - 08:31 AM
#18
Posted 29 February 2016 - 08:33 AM
Davegt27, on 29 February 2016 - 04:14 AM, said:
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
Posted 29 February 2016 - 08:34 AM
sycocys, on 29 February 2016 - 03:42 AM, said:
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
Posted 29 February 2016 - 08:38 AM
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