Level the playing field in base raids
Have a re match in your base ....and take revenge , cos i think all available efforts are getting pointed at the latest issue.
having played a mm in raids i think this is a good idea giving them the ability to spawn up then enter pets at the ready would help with ganking a lil. i could see defenders not liking this coz it would be harder to stop invaders gaining a safe landing zone but thats life and its just a amtter of ajusting defences to cope with this problem
There isnt a problem on earth that cant be solved with the proper aplication of hi explosive's
Darklords of the Underworld/Lords of Light forums [url="http://www.armleg.com/dlotu"]www.armleg.com/dlotu[/url]
Scotlands Bru ill/emp troller lvl 50
Monster Bru SS/stone brute lvl 50
Carman thugs/dark mm lvl 50
[ QUOTE ]
having played a mm in raids i think this is a good idea giving them the ability to spawn up then enter pets at the ready would help with ganking a lil.
[/ QUOTE ]
This would be good. Masterminds have a problem there. I suspect there might be some technical reason to not do it but Im sure it could be solved. Like, masterminds having an additional flag whether or not pets are up, and if they are, the game respawns+upgrades pets automatically upon entering.
Defenders are suppose to have the advantage. If someone has a base you are saying that they should not be able to defend it because you must win.
The idea of base raids is it is hard. If you just want to run into a base you will get killed.
You could send a bubbler MM into a base and use him 2 distract the forces inside while you load at a different point dump your pets and take them from surprise. Far to often people moan because there group will not stratagise.
im not saying it should be made harder for the defenders far from it there should be an advantage for defenders but the current system rules out one of the most powerful villian ATs just there tped in with the equal to zero toggles on a tank so surely there is something can be dun to hepl them out without completly throwing of the balance
There isnt a problem on earth that cant be solved with the proper aplication of hi explosive's
Darklords of the Underworld/Lords of Light forums [url="http://www.armleg.com/dlotu"]www.armleg.com/dlotu[/url]
Scotlands Bru ill/emp troller lvl 50
Monster Bru SS/stone brute lvl 50
Carman thugs/dark mm lvl 50
It'll be easier for things like MM's to slip in and set up when they fix the sodding spawn point bug. There's supposed to be a number of different, random spawns, not just one being picked and kept for the entire team over the entire fight.
Yes, the MM weakness is highlighted because of the spawn bug allows spawn point camping which takes the fight out of the whole raid. I had forgotten that actually, thanks extremus for reminding the biggest flaw in current base raids.
[ QUOTE ]
Yes, the MM weakness is highlighted because of the spawn bug allows spawn point camping which takes the fight out of the whole raid. I had forgotten that actually, thanks extremus for reminding the biggest flaw in current base raids.
[/ QUOTE ]
It's a joke, it takes one runner to cover a reasonably large Base. Soon as the Spawn is spotted, the Defenders can set up a gank-o-matic.
Oh it's going to be fun in our Base Raid.
It is a joke but you can make up some rules (not ideal but do the job).
One that I have used after the first through skirmishes to keep it interesting is to allow them to set up. As soon as one of them attacks or tries anything funny (such as setting up a pylon) its game on. However, still there is always one that moan because a defence attacked them but im not gonna tell my defences off .
Heros
Max Powerz: Lv 50 Tanker
Villains
Max Khaos: Lv 50
Overlord of E.V.I.L.
My Brute - http://maxy-khaos.mybrute.com/
LF SG! Arc ID# 193083
Like I said use there weakness against them send a MM through with a invinc shield they all hit him while the others spawn at a different point. This will pull them out of position.
[ QUOTE ]
Like I said use there weakness against them send a MM through with a invinc shield they all hit him while the others spawn at a different point. This will pull them out of position.
[/ QUOTE ]
I wonder what shield are you thinking about. My blaster can two-shot a petless MM through personal forcefield. Only phase shift will help but they cant summon in that state (nor in pff either).
i haveto disagrea on this topic. I myself play MM in raids, and feel its no real diff from the other ATs. The effect of gank-squads are painfull and can be hard to penetrate, but remember that camp-spawning is the weak partys tactics, and even tho its effective, it has a few major weaknessess, and once u penetrate a spawn-camp, the defenders take so much tactical and organising dmg, they loose the raid.
Regarding the spawn situation, i have to say that i like it better now, than before. it used to randomize every attackers spawn initailly on entry, then the single attacker would use this spawn every time. This meant ganking was easier, since a well organised team could guard all spawn spots at once, and never face more than 2-3 at once.
The new way of entry, means that entire team will come through the same spot, this increases the tactical advantege of the attackers. The defenders are unaware of what spawn-spot that will be used, and have to keep defenders spread out initially. when a full attacking squad enters the enemy base fully buffed, they have a good chance of doing this together (only flaw i can see is diff time in zoning that can mess things up).
if u want my experienced oppinion, id say this is one good way to fight as attacking MM:
all attackers buf up before entry, send in brutes 1st and let them taunt aggro, send in the rest. start a healing blanket, but keep on the defensive side untill every1 has enter and set up. Most MMs have good bufs/debuffs so use this initially and forget about the pets for a few min till ur team is secure and organised. Now u summon pets, guarded by taunting brutes and healing corrs... at this point, 90% of all defending SGs wil be frustrated, scared and/or disorganised, and the attacker should have no problem penetrating the spawn camp.. and then the base is fragile and completely open. Ive done alot of raids, but ive never seen a SG recover once their camp has been penetrated.
further should be said that brutes/tanks/scrapper can easily slip through a spawn camp with uber-powers like MoG or unstop (or hyper Phase shift). that means the camp has to split to follow up and chase, leaving the camp devided and alot easier to defeat for the rest of the 15 attacker that should have the numbers on their side by now.
We used to rely on the spawn camping as well, just as every1 else, but i left that tactic due to the weakness it has when its penetrated. Im sure that any of thoose visiting our base would agrea they prefer to face us camping the spawns, rather than defending our objectives. (this ofcourse demands skill from the defnders, unlike spawn camping, but is a lot stronger in the long run)
Try not to see whats wrong with the raids, but what u can do to find new ways to win... exploits/flaws like spawn camping can never be excluded or completely removed, since people have a distinct skill of constantly defeating the system and find small loop-holes that can be used for their advantage. Analyse, evaluate, research and try again.. no defense is 100% effective.. no player is impossible to defeat, no AT is supreme/useless.. there is no spoon.......
MoG..is über? Since when?
Well as much as I'd like to see it like that but my personal experiences contradict what you said.. And quite frankly I havent even raided that much. Test server mainly.
I have tried and tried to get something like this to happen with my SG but ultimately organising those damn raids takes too long time and Im getting disillusioned. Hit my head against a brick wall quite enough many times.
The random spawn point might have made it easier for smaller number of raiders to penetrate..I don't know. I can't really get myself interested in these stupid raids anyway.
ok.. let me clearify Uber in this content mean power that boost toon above normal level, not that MoG is as good as unstop or elude lol.. that is up to each and one of us to have opinions on (and i know we all do)
regarding raids, i (me and my SG i should say lol) ´have done alot on live servers, enduring several of the bugs that been in there, and in my opinion, its one of the best contents in CoX atm, even tho the lack of SGs interested in it does narrow it down alot. i can imagine US servers being alot more fun to raid, since here are alot more possible that u can mount 10+ ppl for a raid, and have more than 5-6 SGs to raid lol... if u have issues finding opponents to raid, we would gladly join up for some friendly raiding. its usually not that hard to plan, just time, date and cross ur fingers that both sides get enough/even matched numbers of ppl online.. a few good raids usually boost interest and will make ppl interested and makes the effort to keep joining them. Let me know if ur interested.. oh.. i should mention im on Union, not sure where u are,hammerfall :P but the invite is public to any1 interested tho
I don't know how well this will percieved by players on COH and COV but I have a major problem with base raiding.
The team that owns the base has a distinct advantage over the opposing base where upon entry you can get repeatedly ganked.
For an easy to understand example of what I mean I will use the Mastermind architype. Upon entry a mastermind is pretty much dead on arrival, having no pets out and and utterly defenseless. They need time to set up or its all over pretty quickly. Now the defending team can be totally set up and ready for action.
Would it not be a more even playing field if both teams could set up before the initial entry into a base thus providing a fairer battle to both sides.
Either that or a safe zone/force field for a period of time upon entry at the spawn point.