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Jvnx Nightchill
Tripoint Mercetile Rimrunners
0
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Posted - 2013.03.10 01:09:00 -
[1] - Quote
On several occasion I have been involved in a skirmish where all point that are able to be captured (most import DU's) by a well organized force leaving only jumping from the MCC as the only way to take the field. The tactic in and of itself is not the issue. However, an extension of this tactic is to place HAV's and Snipers supplemented with orbital strikes to kill almost instantly any deployed infantry from the MCC. Making the tactic in current mechanics of the game impossible to counter.
The most illogical aspect is that the MCC if piloted by a person or a smarter AI would take action to divert its weapons from the primary target the enemy MCC to secure the immediate LZ and a reasonable perimeter for deployment. Taking into consideration that the MCC weapons are extremely powerful in comparison to ground turrets and HAVs which can't scratch a MCC a 'carpet bomb' or 'scorched earth' affect would seem a reasonable result from MCC weapons.
I know a lot of gamers hate reference to real world aspects, but in this case even for a FPS that has logistical implications to realize, a commander faced with that situation in not totally incompetent would break a system and manually do what I mention, or at the very least tamper with stabilizers on one side to achieve the same affect.
There may be other methods possible but keeping in with current concepts the above seems the most likely and logical.
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RINON114
B.S.A.A.
32
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Posted - 2013.03.10 02:04:00 -
[2] - Quote
Whilst I have not witnessed this tactic, I have been redlined in several matches and have been forced to just sit behind some cover near the MCC and wait for the match to end. With player controlled MCC's this could be avoided and allow for redlined players to have a chance once more.
+1 |
Delirium Inferno
Chernova Industries
46
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Posted - 2013.03.10 02:08:00 -
[3] - Quote
Why not simply add mountable turrets for players to use while they're in the MCC, with a field of view that's pretty much straight down as to not abuse it. And while they're at it, why not make the interiors of the MCC more expansive? And allow them to be boarded by the enemy and sabotaged from within? Ok ok, getting carried away.
But yes I hate how people can camp right outside the MCC. |
Jathniel
G I A N T
71
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Posted - 2013.03.10 05:49:00 -
[4] - Quote
lol
ooooooh you should have seen it BEFORE we had the red zone!
You had tanks holding bases under siege right at the gates, and firing squads sitting under the MCC, quite literally within 2 feet of where you would land. Oh, and they could shoot forge rounds and missiles up into the MCC, and kill everyone with the splash damage. It was *bad*. lol
Imagine being on the overview map, pressing X to spawn in, your screen goes black, then suddenly you were on the overview map again.... Yeah it was that bad.
If you're having trouble with dealing with ranged pressure on the MCC. I recommend spawning at your auxiliary static spawn (if one is available), and take cover. Call in some armor, and plan your approach.
Most 'home bases' have enough cover to protect you from tanks and snipers. If not, then I guess more clutter buildings could be randomly added to provide more cover.
Because I feel your frustration, I've gotten angles on the enemy red zone, where I can kill folks that drop out the MCC OR spawn in their base instantly... usually not the point where they are totally unable to escape, but bad enough that I've felt guilty for doing it. |
Rachoi
HavoK Core
29
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Posted - 2013.03.10 07:16:00 -
[5] - Quote
they need some kind of MCC defences we can hop into for a short time to clear enough to clear the air around the landing spot.
i've been stuck against three tanks keeping the MCC drop and the aux spawn totally covered.
i've also been on teams that would use that tactic, and i never joined them, since that makes the game pretty much imposible to play, causing people to ragequit and leave for good. and the few times there are instillations in the red field, the other team goes out of their way to destroy them, and that is rather unfair. |
Jathniel
G I A N T
71
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Posted - 2013.03.10 07:24:00 -
[6] - Quote
Rachoi wrote:they need some kind of MCC defences we can hop into for a short time to clear enough to clear the air around the landing spot.
i've been stuck against three tanks keeping the MCC drop and the aux spawn totally covered.
i've also been on teams that would use that tactic, and i never joined them, since that makes the game pretty much imposible to play, causing people to ragequit and leave for good. and the few times there are instillations in the red field, the other team goes out of their way to destroy them, and that is rather unfair.
This is where deployable installations would come in.
But that would mean an issue, where players would simply take over all objectives, then call down railgun and blaster installations on the enemy redline, automatically denying any and all counter-attacks. lol
That's my guess as to why player deployable installations have been placed on the back burner.
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markarth zeon
dr.neose's assassins
0
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Posted - 2013.03.10 07:34:00 -
[7] - Quote
i have been in matches where i could run into the red zone just long enough to kill an enemy that spawned and run back. the MCC is not far enough into the red zone on some maps. |
Jvnx Nightchill
Tripoint Mercetile Rimrunners
1
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Posted - 2013.03.10 07:47:00 -
[8] - Quote
Jathniel, lol I remember that too... truly nasty situation. Also used to be able to shoot swarms w/o a lock >:)
I identified the exact map and side subjected to this, http://wiki.eveuniversity.org/File:Skim_Junction_-_Skirmish_-_high_stakes.jpg defender moves 2 HAV's with large blasters on top of hill at 7C with snipers,
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RINON114
B.S.A.A.
36
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Posted - 2013.03.13 09:20:00 -
[9] - Quote
I'm not sure I like the idea of MCC turrets as it seems people would sit and camp them. Perhaps we could open them up only when all points are taken and shut them off again when we cap a point? |
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