Akranadas, I just watched that battle and thought MCP worked perfectly. You never pushed out of your spawn area, instead using 2 howitzers... You partner pushed out, but was pushed back. The pop cap was never that different until your partner got pushed back and you didn't have enough free pop to push out because of the howitzers... As time went on, you got stuck at like 31 pop and they eventually got to 40. After they got to 40, it started decrementing you because you never grabbed enough territory. This battle should have never lasted this long... need to increase the territory for attackers over time...
Because I was experimenting the effect a howitzer would have on your starting pop, and quite frankly; it fucks you up. There is no way in MCP that you can have a howitzer and effective defenses for it, do that and you won't get an attacking for until you reach 40 pop cap. So basically, the old allied infantry starting of building a howitzer to smash emplaced enemies is dead in MCP. Oh and I only built one.
I have a problem with the system that if someone
is pushed into their spawn in the first 10 minutes of the game, they lose any chance there is to winning; which shouldn't happen. You should always have a chance to win a game without the need for the enemy to suicide his units into your spawn.
If you manage to press back the enemy away from your spawn and connected sectors you should be rewarded and able to keep the momentum. Fighting out of your spawn with 25 pop cap while the enemy has 40 is hard enough; but then to try and win the game while you will only ever get 25 pop is down right ridiculous.