not even respawn can fix this one (see fp version). when they teased it i figured they would have walls everywhere and they would take more than 2 alphas to knock down. thought you would have to cut your way to the enemy, but walls just ended up being base decorations and play no actual role in the match. static bases are kind of a bad idea. if they were worth a damn people would just stay home and sit for 15 minutes.
make the bases more dynamic. replace with capturable bases all over the map. there are home bases capped by default, since you need to maintain at least one base or you lose. each base is walled and comes with a tower (though with better and more diverse abilities, like cooling towers or range boosters, randomize the abilities) and a mobile command center and a few turrets. they start neutral and once capped they go to your team and you get the tower ability until the base is destroyed. you can have multiple bases and they can not be re-captured by the other team. bases are destroyed when you kill the command center (tower and turrets if alive will self destruct). capping requires simply breaching the walls and walking inside the perimeter, no waiting. a team loses if it does not control any bases or if they are all dead.
i think it would play something like this.
at the start of the match teams move to cap as many bases as possible.
faster mechs can go and try to destroy caped enemy bases to deny abilities.
teams fight with their abilities stacked.
winning requires having more active abilities and better abilities than the other team.
mechanics reward movement over more area of the map, so initial spread out to cap, to deny and then reformation into a fighting force before contacting the enemy would give you the best advantage.
moving to take advantage of a cap disparity would also provide a good strategy.
Edited by LordNothing, 31 March 2022 - 03:19 PM.