hestoned, on November 27 2012 - 10:35 PM, said:
Beemann, on November 27 2012 - 10:08 PM, said:
You seem to be missing the part where you will literally never win the match, and unless you conform to the same strategy (IE putting all of your players on EU collection and destroying the battleship) you'll lose
So if you play up the AA or shoot the ships down, we get an infinite stalemate
If you attack the spawn, the team with the EU stockpile sends free ships at your base and wins
If you harass the EU gatherers, nobody cares because you're just wasting EU gathering and you're not going to win a shorthanded fight. At best you'll leave both teams on par with EU gathering
Ok look. Since i'm engaging you at your base its safe to assume that i have ship on the way and i'm trying to prevent you from shooting it down right_ Now lets we fail and everyone dies. No big deal. Since you guys don't care about AA we'll just destroy any ship you launch from your stockpile in 10 sec's. So, AGAIN, i ask, what am i risking by engaging you_ What do i care if i die when you never contest AA_ I think the reason you see it as a stale mate is because your assuming that you will never ever get pushed back, not even after 3 hours of trying. That's inherently wrong cause we know no one is perfect. Eventually your gunna lose a fight.
Hmm. I think what the misunderstanding is on how easy it is to down a battleship, especially low level ones from full health. They're simply not threatening, a team doesn't need much time or effort to stall them out. 1 scout has the potential to deal 20,000 damage on it's own, yet a level 1 battleship has only 8,000 hp. In one game, 2 vs 3, me on the side with two I managed to solo shoot down 3 ships in a row, my teammate never shot up. While getting spawncamped on sahara/bazaar. AJK, a very solid player, was one of the ones spawncamping too.
The strategy isn't "turtle turtle turtle", it's get the EU in out corner and level up our ship as much as possible before attacking. Assuming one team (team A) focuses on launching the ship asap, harrassing and not focusing on gathering as much energy as possible. The other team (team B ) is focusing on sucking the map dry of EU and making sure everyone's tanks are full. Team A's battleship is launched, at which point team B finishes sucking the map dry and returns to base. Team B knocks down Team A's battleship to <100 HP in little time. Team B then launches their battleship in the last moments, stalling both ships at their base. Skipping over the stalemate this creates, assume Team A actually shoots down Team B's ship. Team B now fires one shot, knocks Team A's ship out of the air and their base is now littered with EU.
Now here's where Team B's tactic pays off over Team A's.
Team B has been stockpiling energy and fighting from the safety of their spawn, Team A hasn't. As soon as the first ship of each team is gone, Team B instantly re-launches. The EU points will not be active long enough for Team A to collect energy to launch a battleship. Without the EU to launch a battleship to counter Team B's battleship, Team A is forced to shoot down this battleship. Worst case scenario, Team A shoots it down extremely fast and let the EU fall all over the Team B's base. Best case, they wait until the battleship is over their own base and shoot it down (notice - wait 2:30 with no action. boring and a bad mode). But let's ignore the EU the second battleship drops and where. Depending on how much EU was stockpiled by Team B during the beginning (remember they had their full team stockpiling, this is reasonable), with the EU dropped from the Team A's and Team B's ship they instant re-launch...AGAIN. Now Team B has emptied their stockpiles, EU points are still empty/off and Team A didn't focus on EU so they can't counter the battleship with another battleship. Team B has NOTHING to lose now AND a level 3 battleship, it's their turn to push. Only with a much scarier push, with minimal risk beforehand and a LOT of turtling.
This is what this tactic is designed to do. Say you do shoot down this 3rd ship as it's not hard to do, the game is back to square one. EXCEPT, Team B's next ship will be level 4, and thus harder to stop than Team A's level 2. Advantage - B team. Or maybe this is done another round in a row. Team B would then have a level 6-7 battleship to push out with, even harder to stop and a larger advantage.
Team B is gaining the advantage here at minimal risk. Team A is fighting at a constant combat disadvantage, slowly falling farther and farther behind in battleship level to do...what_ Even if Team A is fighting with their whole team, it's not like they're accomplishing anything. Team A can't hope to land the first battleship. It's not realistic to assume they can go in Team B's base, kill them so they drop their stockpiled EU, stand on and pick up that EU and make it out alive. Because anything less and that player has stuck they're neck out for nothing, the dead person can just respawn and re-pickup their EU. Then when ships are dead, Team B relaunches the next ship on schedule and Team A is forced to respond.
Now, the issue I skipped over earlier. Team A launches their battleship first, Team B whittles it down to <100 HP rather easily. Team B then spends their energy at the last moment (easy and safe), and blocks Team A's ship outside their base.
Well now what. Team A has no incentive to shoot down Team B's ship. All that means is that Team B will then knock down Team A's ship and fill up on 2 ships worth of energy. Their ship is one shot away from death anyways, it's not like shooting down Team B's battleship gives them a chance to do damage. Team B has no incentive to shoot Team A's ship. They want their own ship shot down first, they want all that EU. Killing Team A's ship means that their own ship which has about 0% chance to actually damage the other teams base will leave their base, fly across the map and potentially get stuck there and give Team A easy energy.
But...the game literally won't continue on until one ship is dead. The power to kill one particular ship resides in the team with incentives to NOT kill that ship first. It's a stalemate.
Again, I like siege. It's fun to play. But there are core issues with the mode, let alone a stalemate built into the game.