Generator Sniping
#1
Posted 27 July 2016 - 04:51 PM
#2
Posted 02 August 2016 - 11:32 AM
If it really is such a problem, make it easier for defenders to counter it. Don't just push it further towards everything else, cutting out Line of Sight.
Bases can have structural weaknesses that weren't considered by their builders. It adds a note of realism.
#3
Posted 02 August 2016 - 11:44 AM
Seems like lowering the hill that the attackers use, moving the generator or putting something in the way so that the attacker doesnt have line of sight would be good options.
#4
Posted 02 August 2016 - 01:07 PM
#5
Posted 02 August 2016 - 01:42 PM
Short video of the location in question.
#6
Posted 03 August 2016 - 03:58 AM
Jables McBarty, on 02 August 2016 - 11:32 AM, said:
If you really wanna talk about 'realism' in this game then the entire invasion mode is extremely unrealistic to begin with, no one with a single working brain cell would place gate generators directly behind said gates and place them high enough to be easily shot and destroyed from outside the walls. Furthermore, it is completely unrealistic that destroying generators actually OPENS the gates as it requires power to move them, not to keep them closed. Same goes for placing generators that are essential for the operation of the defense cannon in plain sight and with vulnerabilities that are easily accessible for enemies, it is completely UNrealistic, in my opinion at least and I'm sure others will agree.
#7
Posted 03 August 2016 - 04:25 AM
#9
Posted 03 August 2016 - 06:48 AM
Less QQ, moar PewPew aka be more flexible guys .
#10
Posted 03 August 2016 - 07:09 AM
El Rizzo, on 03 August 2016 - 03:58 AM, said:
If you really wanna talk about 'realism' in this game then the entire invasion mode is extremely unrealistic to begin with, no one with a single working brain cell would place gate generators directly behind said gates and place them high enough to be easily shot and destroyed from outside the walls. Furthermore, it is completely unrealistic that destroying generators actually OPENS the gates as it requires power to move them, not to keep them closed. Same goes for placing generators that are essential for the operation of the defense cannon in plain sight and with vulnerabilities that are easily accessible for enemies, it is completely UNrealistic, in my opinion at least and I'm sure others will agree.
Oh I agree with everything you say about the "realism" of the game mode as a whole.
But I don't think sniping Gen 2 is a major problem.
#11
Posted 03 August 2016 - 07:25 AM
Quote
Ok if it is not realism let us try some rationale argumentation.
Who would build a base with concrete walls and defense turrets around an orbital cannon where a crucial generator part of this canon can be destroyed from outside the base?
#12
Posted 03 August 2016 - 11:02 AM
but anyway realism is a bad guideline for this sort of thing, how about just from a pure gameplay standpoint ? shooting that gen is almost always a prelude to a gen rush, or atleast a team that wants to keep options open to gen rush if the initial fight is hard and i think we can all agree that gen rushing is not fun, atleast not on the recieving end, although i must admit that it is kinda funny when you stop them...
Edited by quantaca, 03 August 2016 - 11:06 AM.
#13
Posted 06 August 2016 - 03:05 PM
I'm all for giving maps distinct flavors from one another (as faction play maps are pretty much the same basic layout), but I don't think that nigh-uncounterable gen sniping is the way to do that.
#14
Posted 11 August 2016 - 09:06 AM
Problem solved.
#15
Posted 13 August 2016 - 02:11 AM
#16
Posted 15 September 2016 - 11:08 PM
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