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[Veteran_Aerys II Targaryen]
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Posted - 2012.06.23 21:19:00 -
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I played a round yesterday on the defending team where the initial objectives A and B were destroyed extremely quickly. My bet was swarm launchers, but that's a topic for another discussion.
We then proceeded to hold A, B, and C for the entire duration of the match, not letting them be fully taken even once (US Communication Biomass if it matters). The MCC still docked, and we still lost.
It seems that a match can easily be won or lost depending solely on how long it takes the attacking team to destroy objectives A and B. If they do it quickly, they don't have to do a thing in the second part of the match and they will still win. The second half of the match only matters if they aren't so quick in destroying A and B.
Has anyone else noticed this happening? I know someone mentioned it in another thread about MCC health, but I figured that this was important enough to deserve its own topic, not just a slight mention in another thread. |
[Veteran_Vetis Rex]
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Posted - 2012.06.23 21:28:00 -
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i agree. i feel the whole game stems on the first part. when i always feel the second stage should be like a refresh, a chance for defenders to pull it back, or attackers have to renew there attack. when/if the first stage is done second stage should be still all to play for.
if the A and B are taken with the mcc with more then 75% shield its impossible for defenders to win. |
[Veteran_Skytt Syysch]
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Posted - 2012.06.23 21:31:00 -
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I actually made a thread about this a while back.
As it stands right now, attackers have an unfair advantage in that they always have the opportunity to win, regardless of how the first half of the game goes. The defenders, however, can't come back from a poor first half, and the game can be decided right then.
Something that was brought up, and that I agree with, is that the attackers should have to have control of something before the MCC can fully dock. |
[Veteran_Aerys II Targaryen]
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Posted - 2012.06.23 21:43:00 -
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Good thread, Skytt, I wish I had seen it a week ago. This is definitely something they should look into, as it seems a little off-balance.
Now that I give it more thought, I feel like the armor of the MCC gets chewed through really quickly, as it's a Caldari MCC. I've been on attacking rounds where we just barely manage to get through the first part with a sliver of shields left, then our MCC is gone within 2 minutes. |
[Veteran_Gene Dravon]
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Posted - 2012.06.23 22:26:00 -
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Well people seem to forget that the Null Cannons are not the only defense against the MCC. Installations, Swarm Launchers, and Forge Guns are a couple of the other options you can use to shoot at the MCC. Granted there is probably a point where if you lose the Defense Relays REALLY early, that you may be screwed, but I think many people that "No-Win-Condition" happens a lot later than it really does. I've actually spent an entire second half of a match sitting in a nanohive with two other guys, shooting at the MCC with swarm launchers while the rest of the team kept the Null Cannons running, and we went on to win even though A and B fell rather quickly.
Moral of the story is don't give up, there are other options to eat through the MCC's shields even if A and B fall quickly. |
[Veteran_Dragon Grace]
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Posted - 2012.06.24 00:20:00 -
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i gotta say, i disagree with the original post. i have been on the communication map and the biomass map on the defending team and have been able to win. the main problem with the defending is that the majority of the people playing the beta are not on comms...and as a result coordinating is next to impossible to pull off properly. there is the odd occasion where i through some miracle i find a group of maybe two of 3 people on my team who are on the same page as me and it works really well.
there isnt a problem with defending in the game. there is a problem with the fact that people dont go onto comms. i cant wait for the game to progress and be ready for final launch. that way...we can all join our corps, make our own rules and cast out the people who arent up for actually playing as part of a TEAM!
once this is sorted....you will find the defending can be just as easy/hard as attacking.
with regard to the swarm launchers....yeh, they are annoying. but you will find also that the majority of the people that you play with probably do not spawn at the top of the map.....where the enemy actually come from. cos if they did, you would have a resonable chance of making a pfront line. too many people are spawning further back....waiting for the fight to come to them. the thing is though is that by the time the fight gets there...a lot of the potential defence lines have just been walked over because there was no one there to stop them. the initial A and B targets as an example. i cant wait until we can control who we play with and mutual have gameplans and on the fly tactics as a group of people who know how to play.
it will make for a much more fruitful and satisfying experience...win or lose |
[Veteran_Buzzwords]
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Posted - 2012.06.24 01:23:00 -
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seems to me that the right side (attacker pov) of the map is too open. you can hug the border and shoot A and B from up there without ever entering the meat of the map.
if they brought the "unsafe" area in a little bit, to hug the cliff, this problem would be more or less solved. granted if attackers could REALLY kick the first stages ass they would still have the guaranteed win... but it would happen way less if they had to actually fight the defenders instead of being given a wide open path around them.
not to mention that B can be destroyed by a marauder in about 30 seconds, from way behind the bridge.
don't get me wrong, i like that objectives can be shot to death. mixes it up. but it might be a little TOO easy. one guy with a swarm launcher and nanohives shouldn't be able to do enough damage to them, fast enough, to guarantee an attacker win. |
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