Sparkard, on November 28 2012 - 07:19 PM, said:
So.. i'm somewhat on the side of hestoned...
You're talking about equally skilled team to defend your strategy but i'm not sure if you truly though about how it may cripple your strategy.
If Team A is equally skilled as Team B then it can't really push the B team... well if in every game everyone was equally skilled then every esport game would end with a draw

.
No comp team is going to fight 5v6 unless they have to. The problem with Siege is that in both CB2 and CB3 iterations of it, you don't have to fight the other team until 30+ minutes in. It's simply unnecessary
You don't move any closer to victory through killing members of the other team because in order to kill them you're sending an equal or greater number of players (compared to the number of downed enemies) to get demolished, or at least to not collect EU with the team. What's more, you risk a wipe if one portion of your now-split team loses
You never assume that you're going to win a shorthanded fight in a tourney match. That's what loses matches
Heck, Rapha lost a match because he got cocky while he had a healthy lead
Sparkard, on November 28 2012 - 07:19 PM, said:
Now to the point:
'one players hoards energy and the rest pushes enemy because they're better'... (well, it can't be done because you can't collect energy at that time, but that's not the point)
and so you answer that if team B is defending and has 6 ppl and team A has only 5 then in comp game team a will get wrecked...
Ok.
And a little bit later you say that ' 2 scouts or whatever shoots the ship and the rest defend the base...'
So that's my first wtf.
er... what_
Both teams are roughly even in threat level. Team A hordes energy between ship launches (in CB3 this occurs if your ship is destroyed by the AA or the other team while on your end of the map. If it doesn't work, then you have to go back to node-based collecting and try to get as much as you can without the enemy collecting enough of it to gain a bigger stack), which are used to deny energy collection to the other team as much as possible. The two scouts are only technically separated from the team. As you can see in the video, everyone stuck to their end of the map unless it was absolutely necessary to venture out (or, in the video's specific trial case, whenever they got bored... not that it made a huge difference

)
The scouts and everyone else are all at/around the base, and they shoot at the ship and try to keep it in the air for as long as possible
Sparkard, on November 28 2012 - 07:19 PM, said:
'If team A will engage near team B base then it'll just give team B more EU for their ships'
My concern here is that you seem to forget that this game is about pushing your ship through and not about collecting EU. If team A manages to distract team B enough to deliver their ship to B team's base then good luck collecting EU.
During a battleship launch, the team in spawn has the numbers advantage AND a firepower advantage (invincible base turrets) and doesn't need to actually leave spawn to destroy the ship. Once it is destroyed they can force the other team back, possibly get a pick or two and wipe that team out
Sparkard, on November 28 2012 - 07:19 PM, said:
Third thing is that when you played and tested this strategy i'm pretty sure you've played against lower skilled enemies.
That might have made you forget the fact that ships have turrets, cause it was so easy for you to shoot them down when enemy could really respond to it fast enough. That turrets are actually pretty strong, they'll neglect mechs ability to reapair at all, with repair rate booster, and if you have repair rate booster and repair rate boost from defensive tree it'll still take you forever to repair.
We've offered to test this strat out against people who don;t believe it will work. Our offer hasn't been accepted by anyone
Also, turrets don't work all the way across the map, nor will they wipe 6 mechs out
Heck, you could have one "tank" mech whose job is to just repair when the ship focuses them so everyone else can fire on it indefinitely
Sparkard, on November 28 2012 - 07:19 PM, said:
There are many tweaks that can be done here, reverting the changes close to CBE2 state; giving ships more turrets, giving those turrets more hp or even making them undestroyable.
CBE2 had pretty much the same fundamental issues, and adding more turrets to the ships doesn't make a difference if they can't hit across the whole map and magically phase through cover
Making the ships invincible would stop a team from shooting it down, but wouldn't hurt the viability of building an EU stack and just spamming ships to "level" your battleship
@ReachH
Forcing a team out of spawn only works if they A: can't still hit the ship from at/near spawn and B: there's a reason to attack the enemy's side of the map
Siege suffers from the same issues as RA3 and Firefall's current version of TDM. There's just not enough incentive to engage or be agressive