Fixing assault
Moderators: jelco, bert_the_turtle
Fixing assault
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.
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.
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.
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.
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.
Shwart!!
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.
Shwart!!
- MarvintheParanoidAndroid
- level3
- Posts: 304
- Joined: Mon Aug 28, 2006 12:37 pm
- Location: UK
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.
- MarvintheParanoidAndroid
- level3
- Posts: 304
- Joined: Mon Aug 28, 2006 12:37 pm
- Location: UK
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
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
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.
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.
Code: Select all
A
|
|
|
| Gun
|
|
|
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.
Who is online
Users browsing this forum: No registered users and 2 guests