The more I play it, the more I notice some serious problems with the
game mode, ones that make it so, unless you play a very specific way, no
matter how much teamwork you have, you will lose, bar those times when
you go up against a team that doesn't know what they are doing.
first and foremost, the EU gens shouldn't stop producing EU when a ship
is launched, it simply makes no sense. Because of this, you end up with
one side bum rushing the EU collection, and effectively barring the
other side from doing anything. This pretty much makes it so one side
can just camp the AA indefinitely, without worrying the other side with
launch their ship.
Second, there needs to be some boost to the side that isn't holding the
AA. I know how silly that sounds, but I've found more often than not,
the side that launches first also holds the AA the longest. On top of
that, if it's not close, and the other team doesn't launch soon after,
they can keep their ship there usually for half or more of their enemy's
base HP. I say this after the fact that, five or so games in a row, I've
gone up against a team that held the AA with 3 or 4 Brawlers. At that
point, it's pretty much GG, there really is nothing that can be done.
Hell, I played with my friends who played this months longer than I
have, and they gave up because there's no counter to it. You go into
turret mode, and just sit there, and nothing in the world can beat your
team. On the off chance one guy falls, usually the rest of their team
just mows down the whole of the other team. There needs to be something
to prevent just wholesale Turret camping at the AA, otherwise Seige is
an utterly pointless mode-- it basically comes down to 'who can C-class
rush the fastest_'
and Third...Actually shooing the Ship, should count for something. I'm
sorry, but after having the AA basically get hella camped to the point
that, even with a good team, you cant get it back, there needs to be an
alternative to the AA. And shooting out the Turrets on the Ship should
do way more than it does currently. If I take out my enemy's forward
cannons, I expect it to do more than slightly shave off the damage
potencial of their ship. I expect to see a significant drop in
firepower, to the point it does barely anything-- which buys my team
time to actually do something!
This is pretty much what I think needs to happen with Seige, barring
proper balancing of the mechs in the game.
Edited by Gigaus, March 17 2014 - 02:15 PM.