Gavr1lo Pr1nc1p wrote:I have been playing a few PC's recently, and Ive made a discovery--there are really two main "Slayer" strategies for holding interior points-- superior HP or superior firepower.
Right now, the overwhelming tactic in PC is to "SPAM ALL DE HEAVIES YAA", which provides a dilemma to the opposing team. How do you counter 15000 HP and 8000 DPS? When you each have high clone supplies, taking points simply becomes a matter of who can get the most heavies on the field in a 50 square meter area at one time. The superior numbers will win. There is no room for finesse, no room for speed hacks, no room for anything other than raw HP and firepower.
There is no problem with a single heavy. There is no problem with 3 heavies.
There is, however, a problem where it is quite simply not possible for a team to output enough DPS to kill 6 heavies before they begin going through spawns again. Its quite simply impossible to do.
This leads to an FoTM of throwing down the fastest possible links and, for lack of a better term, spamming HMG heavies in a confined area until the attackers can rally enough heavies of their own to spawn quickly and zerg rush the point.
It turns the game into a mindless meat grinder.
However, there is a solution.
Uplinks need a serious change so that they can't allow 1500 HP killing machines with 800 DPS weapons to be in, quite literally, unlimited flow.
I have no proposition to make, Im tired and can't think at the moment. Ill leave that up to the community to ponder.
However, I just want to address this current issue in PC of using a cheap, non tactical ploy of filling up a space with more HP than can be over come by any firepower available. There currently is no real counter, other than to zerg rush your own heavies, which is basically the same exact tactic of trying to stack as much possible HP and firepower cycling endlessly in one area.
To counter the heavy spam, one must heavy spam harder. That is the problem with this tactic. It forces non-tactical game play.
Just my thoughts. There is only very, very slight need for a heavy nerf (perhaps taking 1.1x more damage when attacked from behind?), but the main problem here is drop uplinks allowing such powerful suits to be deployed in a nearly unlimited flow.