4V4 Is Imbalanced In Favor Of The Gatherers
#21
Posted 22 April 2016 - 03:22 AM
If you want to destroy mechs, try to play 12 vs 12 in FW.
If someone argues because attackers go for speed... well, the defenders have also the possibility to use speed.
#22
Posted 22 April 2016 - 03:23 AM
StUffz, on 22 April 2016 - 03:22 AM, said:
If you want to destroy mechs, try to play 12 vs 12 in FW.
If someone argues because attackers go for speed... well, the defenders have also the possibility to use speed.
but but but....Stormcrows!
(No seriously, thank god clans have not yet realized that they can defend against 4 ecm lights better with Jenner IICs and Arctic Cheaters than with SCs)
Edited by TexAce, 22 April 2016 - 03:24 AM.
#23
Posted 22 April 2016 - 03:33 AM
TexAce, on 22 April 2016 - 03:20 AM, said:
Lets say you make it mendatory to stay in the LZ for 5 seconds.
4 Stormcrows camping the LZ can kill EVERYTHING in 5 seconds. Especially lights who have to stand still in a tiny box.
If you really would make such a change, then the dropships would need 4x the weaponary. Because the 2LL and MLs they are pewpewing dont help at all.
Having to stand in the landing zone would be an option, but I had the same in mind with the light standing still. That's why I though about something where weak armor but good speed give you a balance if you had different points where you had to stand and wait for x seconds.
Realistically you are an easy target when getting loaded into a dropship, like someone picked up by a copter, so there is no reason why your enemy would not try to shot you from the string where you are vulnerable.
#24
Posted 22 April 2016 - 03:39 AM
Includes suggestion/redesign of the entire mode.
#25
Posted 22 April 2016 - 09:58 AM
#26
Posted 22 April 2016 - 10:48 AM
Jman5, on 21 April 2016 - 10:01 AM, said:
Take hunting lights helps out greatly on defend mode, but most often all I see are durty clanners in SSRM mechs. So we just take two hunting lights to fix positions and dual AMS ... kite the suckers into kill boxes or leg and leave them. The major problem with clanners is the over reliance on SSRM builds which can't keep up. Its a bit funny as clans have some very perfectly fantastic light mechs they can use.
#27
Posted 22 April 2016 - 06:53 PM
If you make the mode functionally require killing the enemy then why bother with the Intel at all?
#28
Posted 22 April 2016 - 09:28 PM
#29
Posted 22 April 2016 - 09:36 PM
madhermit, on 22 April 2016 - 09:28 PM, said:
The enemy was most probably not in the extraction zone.
madhermit, on 22 April 2016 - 09:28 PM, said:
Again as defender? Then the enemy was most certainly inside the extraction zone.
#30
Posted 22 April 2016 - 09:46 PM
I played one match and my unit collected 12 but the enemy collected one and jumped into the dropship...no combat , no fighting whatsoever
and enemy wins!! Dafuq?
NERF intel gatherers
#31
Posted 22 April 2016 - 09:56 PM
Kreszentia Carns, on 21 April 2016 - 09:04 PM, said:
You would have to be mad to play the normal game mode, if the enemy team has the Long Tom or is near to it.
#32
Posted 22 April 2016 - 10:01 PM
TexAce, on 22 April 2016 - 03:20 AM, said:
Lets say you make it mendatory to stay in the LZ for 5 seconds.
4 Stormcrows camping the LZ can kill EVERYTHING in 5 seconds. Especially lights who have to stand still in a tiny box.
If you really would make such a change, then the dropships would need 4x the weaponary. Because the 2LL and MLs they are pewpewing dont help at all.
had a spider dodge fire around the dropship on grim plexus while 3 mechs tried to kill him, the prior battles left those 3 mechs pretty chewed up, the dropship killed all 3 mechs before they could finish off the spider. You want to give the DS MORE weapons? LoL.
#33
Posted 22 April 2016 - 10:20 PM
Grimwill, on 22 April 2016 - 09:46 PM, said:
I played one match and my unit collected 12 but the enemy collected one and jumped into the dropship...no combat , no fighting whatsoever
and enemy wins!! Dafuq?
NERF intel gatherers
Problem is that you didn't understand what happened.
One team is gathering, the other is trying to stop them. If you couldn't find them and stop them because you were gathering intel when you were on defense, you lost because you were bad.
Conversely the other team wasted a whole drop on 1 intel. That's just silly.
#34
Posted 22 April 2016 - 11:23 PM
MischiefSC, on 22 April 2016 - 10:20 PM, said:
Problem is that you didn't understand what happened.
One team is gathering, the other is trying to stop them. If you couldn't find them and stop them because you were gathering intel when you were on defense, you lost because you were bad.
Conversely the other team wasted a whole drop on 1 intel. That's just silly.
When did this game become Hidewarrior online, it's still weighted so that the gatherer wins cause they only have to get one mech in the dropzone, so it's dumb and pointless. I'm 100% that the gatherers win 70% of the time. Another failed upgrade by PGI
Edited by Grimwill, 22 April 2016 - 11:24 PM.
#35
Posted 22 April 2016 - 11:30 PM
Edited by LordNothing, 22 April 2016 - 11:31 PM.
#36
Posted 23 April 2016 - 12:39 AM
Grimwill, on 22 April 2016 - 11:23 PM, said:
When did this game become Hidewarrior online, it's still weighted so that the gatherer wins cause they only have to get one mech in the dropzone, so it's dumb and pointless. I'm 100% that the gatherers win 70% of the time. Another failed upgrade by PGI
It's not 'hidewarrior'. How about 'Ghost Warrior' or 'Ghost Intel Gatherer', that's always a popular goofy name for changes in MW:O.
It's really simple - the goal is not to have another Skirmish. It's not 4v4 skirmish. It's not supposed to be. The way it works is fine, you just need to have it require 5 seconds in the square. So you need to bring something fast enough to chase them down, you need a good approach to find them at the end and you need to weigh splitting up vs staying concentrated.
It's a lot more tactical. It just needs a small tweak.
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