Re: OmahaBeach
Posted: Fri 1. May 2015, 20:19
Yeah they're linked to nodes 5/6 using the ForcedClosedActor Tag.
The custom nuke SpankJox features is the WGS Nuke and I think it's far from a sensible choice for a number of reasons I've gone over previously in this post. Also, options such as that would have a significantly more gameflow-stunting impact than the one you're criticizing the standard redeemer for, considering the latter clears an area and allows a new status quo to shape around a contested objective in under 2secs, while the WGS nuke demands an almost fivefold timespan to conclude its gratuitous and frustrating mayhem. If taking down nodes is what you're after, IMO the standard nuke remains the quickest n' most elegant fit.Maniac wrote:I suggest the EONS Nuke (the faster and stronger one, like at SpankJox). Both can get a node destroyed in one hit, but a normal nuke is too slow - the desired target node is usually locked when your nuke arrives there. The SpiderMine Nuke could do, too - combined with a Raptor, it's a mighty tool to get some distant node down fast.[...]
First off (and funnily enough, too), raptors would probably be one of the worst vehicle choices for raiding the enemy garage corner node, seeing as you can barely get close enough to it and you'd be exposed to threats you wouldn't even be able to see once you'd start attacking it. More importantly and in a bigger picture sense though, by the time a match in this latest edit transitions to late-game, the defending team would have to contend with a quite worrying array of enemy flyers from almost every direction while trying to reclaim its primaries: 3 enemy flyers from the enemy core (one of 'em pretty strong n' nimble too), 2 cicadas from the corner garage nodes (possibly with co-pilots), a massive dragon bombing and pushing back any defensive attempts by air and, finally, 2 additional raptors from the beach node that are only 2-3 measly seconds away from the enemy core and can keep staging attacks from there. Dunno about you, but this flyer budget sounds like overkill to me, and that's why I proposed the beach node's role as a whole stop functioning as that of a (very) forward air base, and instead be changed to something equally useful, but more suited to a different playstyle/approach. Said node always featured at least one vec to be used in a defensive role, and I think there's room to examine whether that should be a pally variant for node shielding or a bender variant for anti-air; either way, the mantas would still offer speed and agility to hopeful core raiders (plus the ability to move more than one player at a time), only not the same type of safety that hovering behind the enemy base and slipping plasma shots through the slits that the 2 raptors enjoy. And yes, having to negotiate the barbed wires before attacking a vulnerable core is also an intentional part of the equation, given the rest of the situational advantages the attackers would be enjoying.Maniac wrote:[...][The Raptors at n3] Are totally OK. Having them there, you can get back to the battlefield extremely fast and have a chance to destroy the enemy node 3 is linked to. Mantas suck at climbing the hills and surviving afterwards, and Benders are of little use there. E.g., I've seen 2 Benders + 1 pedestrian owned by 1 Falcon there.[...]