Author Topic: Terrain Control  (Read 1193 times)

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Offline =KoS= Tripod

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Re: Terrain Control
« Reply #30 on: January 01, 2011, 07:37:04 PM »
I just played a really close game of TC.
Like 18-0 close.

Was really fun, and Saber kept on sneaking into our central base and attacked like 3 mechs as a single BA.
He did a pretty good job too ;)

That HL Puma is pretty OP though  ???
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Offline Comradejim

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Re: Terrain Control
« Reply #31 on: January 01, 2011, 08:39:20 PM »
I've started to see the games become more pitched and interesting, but found a really annoying tactic. Its very similar to how people would camp their spawn in SA but this time  they camp one of the forward repair bases. IE say the clan team has the forward base and is pushing up they engage IS forces but then as soon as they take damage they(very quickly) run back and repair at their bay. Then once the repairs are complete they run up and hit the still damaged IS forces. Now this wouldn't be a problem if the bay was 1k away, but the base is usually less then a few hundred meters away.
Also, say your trying to take a base, you get caught in a duel with another mech of equal class. During the course of the fight you both sustain heavy damage, and then your opponent runs into his mech bay and repairs. This usually happens with  starter mechs, but if you follow them in and attempt to take them down its almost pointless. You can't  bring out enough fire power to counter the repairs.

Offline Arghy

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Re: Terrain Control
« Reply #32 on: January 01, 2011, 11:22:05 PM »
Bah i've conquered a repair base full of hostiles but simply rushing into their base while my team came behind me. Dont engage them at range, send in a few suicide brawlers to distract their fire while everyone focuses on destroying them as they close. They have to either allow a mech to survive at 50m or turn and engage a larger force at greater range.

I gotta say marshes turret layout is fapping wonderful and should be copied by all TC maps--very hard but possible for a single mech to cap the base but not strong enough to completely negate a group effort cap.

Offline =KoS=Zeus

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Re: Terrain Control
« Reply #33 on: January 02, 2011, 11:26:44 AM »
The only annoyance I've had with TC so far are the repair bays. I was in a Uller B unloading into a Thanatos who had a clickering red CT and had just shut down in a repair bay. He repaired fully while under my assault and then I continued to beat on him as my team moved in. He did a single lap around the repair bay and then entered it again, fully repairing now under the fire of several mechs, and then walked out a second time fully repaired.

If a mech in a repair bay takes fire it should pause the repairs for something like 3 seconds so that a mech cannot repair amidst an open battle.

Offline MasterOhh

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Re: Terrain Control
« Reply #34 on: January 02, 2011, 12:47:28 PM »
.....
If a mech in a repair bay takes fire it should pause the repairs for something like 3 seconds so that a mech cannot repair amidst an open battle.

In my opinion repair bays shouldn't work at all when there is an enemy mech or tank in the cap area. (BAs should not count, because that would be too cheap).