Fixing assault

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Doncommie
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Fixing assault

Postby Doncommie » Mon Oct 20, 2008 10:39 pm

Right now I feel that there is no strategy to assault at all. Dual turrets in a chokepoint can chew up a thousand simultaneous attackers if they are in a single group. The attacking team only choice is send a three pronged attack on the turrets with three massive groups of darwinians in the hope that a group avoids the turrets and gets in range.

I suggest that the attackers get a permament squad ability which is on a timer, so you get to use it every sixty seconds. This would at least give more strategic options.
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allen
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Postby allen » Mon Oct 20, 2008 10:52 pm

Honestly, you just need to learn to play. Assault has plenty of strategy, it's up to you to use your options effectively.

A 'permanent' Squad would unbalance it completely.

Whenever you get reinforcements don't alway's send them straight towards the checkpoint. Manage your time and resources, and lrn2play.
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Postby Doncommie » Mon Oct 20, 2008 11:04 pm

Thank you oh wise master for your advice of "Don't send a piddly squad of Multiwinians to the turrets".

Please, unleash more knowledge upon us plebs.
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Shwart!!
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Postby Shwart!! » Mon Oct 20, 2008 11:17 pm

One useful technique is to not use a x-pronged assault, but instead use an arc. Any given 'prong' can be effectively slaughtered by turrets, so a good player can indeed slaughter such an assault. However, spreading all your guys in an arc has the effect of forcing your foe to spread his fire so as to hit everyone, which generally spreads it too thin to be of use.
Further, choke points can be exploited. Turrets cannot shoot through walls, so using nearby walls to sneak up on turrets is often useful. But, even more importantly, turrets' auto-firing is based on range; they shoot at whatever's nearest, even if that's behind a wall. Thus, sitting a couple officers right by a wall often has the effect of completely nullifying a turret, at least until your guys are too close, but by then it should already be too late for the turret.

And then we have armours, which are so ridiculously unbalanced for the attackers that there's no point even discussing them here. :P

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Doncommie
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Postby Doncommie » Mon Oct 20, 2008 11:22 pm

That's more like it. I wouldn't have thought arcs would work though, won't players just take control of the turret and sweep left to right?
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MarvintheParanoidAndroid
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Postby MarvintheParanoidAndroid » Tue Oct 21, 2008 1:36 am

Use armours as suicide bombs. Win. The end.
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elexis
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Postby elexis » Tue Oct 21, 2008 3:28 am

Thats like the ShinyBonsai manouver, it's not cheating but it is. And not every map has armour.
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Xocrates
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Postby Xocrates » Tue Oct 21, 2008 8:27 am

elexis wrote:Thats like the ShinyBonsai manouver, it's not cheating but it is. And not every map has armour.


Considering most maps are borderline impossible without it (Dog Green Sector comes to mind) and that even the AI uses it on occasion, that's a very odd statement.

This is more in line with saying naval nuking is cheating.
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MarvintheParanoidAndroid
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Postby MarvintheParanoidAndroid » Tue Oct 21, 2008 11:37 am

Yeah, but at least Fort Zulu is winnable without armours. I've never seen the other 3 player map with no armours won though :(

Also, for comparison purposes to suicide armours, and because I never followed Defcon closely enough to pick these things up, and have always wondered: what IS the ShinyBonsai manoeuvre? It has such a good name :P
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Postby Mas Tnega » Tue Oct 21, 2008 11:52 am

Mutually nuking during ceasefire to deny other people the points and thus standing to take first and second place.
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Postby Qjet » Tue Oct 21, 2008 5:11 pm

dog green sector is winnable without using armors as suicide bombs.

It's just alot harder to do... but dog green is very winnable...
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Postby elexis » Wed Oct 22, 2008 12:20 am

Ive successfully played as attacker on all assault maps at least once against a competent human player. On the third kind it even did it with crates off! (My method may have been worse than the ShinyBonsai maneuver though.)
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Shwart!!
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Postby Shwart!! » Thu Oct 23, 2008 11:20 pm

Doncommie wrote:That's more like it. I wouldn't have thought arcs would work though, won't players just take control of the turret and sweep left to right?

As I said, if the spread is enough, the enemy can't concentrate their fire in one place long enough to kill you off.

Shwart!!
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elexis
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Postby elexis » Fri Oct 24, 2008 3:07 am

To get the ultimate "spread" make a armour do a drive by, not stopping, and manually tell it to eject it's multiwinians while moving. See below.

Code: Select all

 A
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 |  Gun
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It doesn't look from here like it works but it does, even against humans. The result is a long, spread-out line of MW in firing range. If you are even more game, you could make the armour move a full 360 around the turret, utterly surrounding the turret.
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Shwart!!
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Postby Shwart!! » Fri Oct 24, 2008 10:59 pm

3 drive-by armours at once is unstoppable. :)

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