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Author Topic: Attack/Defend mode  (Read 10417 times)
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shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #20 on: December 01, 2010, 02:14:57 pm »

Attacking is way easier than defending. As the attacker you have all the options, while defending you have to spread yourself thin. The only way for the defenders to take advantage is to have extra timer and spam wire/mines or go on the offensive as soon as the timer runs out.
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Artekas Offline
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Posts: 784


« Reply #21 on: December 01, 2010, 02:16:38 pm »

I wouldn't say that shockcoil, defensive has more options simply because they don't even have to live up to their name. They can just wait out the timer and start playing it like a meeting engagement where they got a headstart. They have all the options that attackers do plus some more.
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LeoPhone Offline
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« Reply #22 on: December 01, 2010, 02:16:56 pm »

With the way the Warmap is going to function Attack/Defend is going to be the standard match type.

In form it's worked great for many years in EiR. I see no need to change the mechanics of Population gain for attackers.

wasnt the pop gain only added recently? way after the addition of R+ and ME?

Its not bad though or something. Only thing I disagree on is attackers getting 43 pop at the end and defenders 40.
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brn4meplz Offline
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« Reply #23 on: December 01, 2010, 02:18:20 pm »

Considering Cold War NATO doctrine was an Attacking ratio of 3-1, 43/40 population is a pretty good deal.
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LeoPhone Offline
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« Reply #24 on: December 01, 2010, 02:20:20 pm »

Considering Cold War NATO doctrine was an Attacking ratio of 3-1, 43/40 population is a pretty good deal.

only usually at the end of a game defenders are no longer actually defending. both teams now have 50% map control on average. the extra pop at start should allow the attackers to defeat the defense without taking any more losses than the defenders.
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shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #25 on: December 01, 2010, 02:23:05 pm »

I wouldn't say that shockcoil, defensive has more options simply because they don't even have to live up to their name. They can just wait out the timer and start playing it like a meeting engagement where they got a headstart. They have all the options that attackers do plus some more.
That's kinda what I said. One of the only options for the defenders is to the take the offensive and attack the spawn but you'll find most players aren't willing to commit to this.
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Artekas Offline
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« Reply #26 on: December 01, 2010, 02:25:19 pm »

What options do attackers have that defenders don't, given that there is nothing in place that stops defenders from attacking? It doesn't necessarily have to be an attack on the spawn.
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #27 on: December 01, 2010, 02:27:03 pm »

Attackers have a Higher starting Population and a substantial grace period before they can be capped off the map. Also I believe much shorter call-in timers are still in place for Attackers
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Artekas Offline
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« Reply #28 on: December 01, 2010, 02:27:52 pm »

Well, I didn't know all that now. Is that what Leophone wanted removed?
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #29 on: December 01, 2010, 02:42:49 pm »

Well, I didn't know all that now. Is that what Leophone wanted removed?

Not surprised, i think out of 300 games i have played 40 attack/defend ones (due to the randomized feature that was taken out recently) otherwise generally no one wants to be the attacker, what needs to be added imo is an objective for the attacker in maps
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #30 on: December 01, 2010, 02:46:13 pm »

Good luck on MI + Rocket Arty

GL Hitting with the Current Rocket Arty (scatter) that's Classic not Modern like EIRR
« Last Edit: December 01, 2010, 02:56:30 pm by NightRain » Logged

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3rdCondor Offline
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Posts: 1536


« Reply #31 on: December 01, 2010, 02:46:48 pm »

Attack  mod is my fav because you get extra pop cap.
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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #32 on: December 01, 2010, 02:47:32 pm »

yea there should be an objective added to the attackers and a time limit. so its actually defending and not. ME with a headstart
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #33 on: December 01, 2010, 02:49:45 pm »

Attack and Defend will be the standard game modes once the Warmap is in. EIR was originally based around these gamemodes.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #34 on: December 01, 2010, 02:52:04 pm »

Btw why people are complaining about 88s so awfully lot? (Oh yes, because blitz sucks and Terror isn't out and armor is dominating the field.)

It is only a stereotype that every axis company has a 88 and even if someone did what fear does it give to you? Its just an immobile anti tank gun.

Either way there's one argument I want to bring to a conclusion. When will Priest and Hummel come down in price OR 105, 25Pdr come up in price? Being mobile is no excuse for 3x more resource cost when you'd be better off with 3x 25Pdrs or 2x 105's than one Priest/Hummel.

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Artekas Offline
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« Reply #35 on: December 01, 2010, 02:53:42 pm »

Well, to be fair, the Hummel is its own thing entirely, not just a mobile version of another arty piece.
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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #36 on: December 01, 2010, 02:56:12 pm »

hummel is byfar the best arty pieice in the game. its splash damage is amazing
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #37 on: December 01, 2010, 02:57:38 pm »

Btw why people are complaining about 88s so awfully lot? (Oh yes, because blitz sucks and Terror isn't out and armor is dominating the field.)



Thats not it at all. For defend modes axis players can easily put up 88's almost within range of allied spawns on most maps. This has nothing to do with the current metagame, it has always been like this FOR DEFENSE
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #38 on: December 01, 2010, 02:59:02 pm »

I don't understand all the complaining about 88 on the defense, any kind of smoke weapon will make you able to lolrush it with a pair of rifles or the like.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #39 on: December 01, 2010, 03:01:57 pm »

I don't understand all the complaining about 88 on the defense, any kind of smoke weapon will make you able to lolrush it with a pair of rifles or the like.

yeah, if they don't have any AI.

A stuh is a perfect 88 back up. So is an IST, Flack verling. mg42, lmg42. Im merely pointing out the way defence can be exploited by 88s
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