MKT Thoughts and Feedback
Posted: Wed Apr 26, 2017 1:49 am
Hello guys and gals.
Issue: Currently, grabbing the part, and kiting from your spawn to up the stairs pretty much guarantees you a victory. Whether you intend this strat or not is irrelevant. Many times, 6v6 1 side has the advantage, grabs the part then gets pushed when it turns to 12v12. Now, they aren't going to stand there and die, they fall back, towards their spawn, at which point there is normally at least 1 player savvy enough to hop on a cannon after dying. Or, quite simply the winning side's carrier dies, or they are wiped on cannons and the weaker side grabs the part. 1 of 2 things happens at this point.
1, The attacking side has enough heal/tank/dps to hold the temple, but not wipe the enemy, thus remaining unable to grab the part
2, the attacking side gets wiped via cannons and a push. The defenders then hold the temple until they get pushed back again, right as they start to wipe, players respawn and hop on cannons, or simply wave on and on.
Exceptionally rarely is the SC lopsided enough(thankfully) that one side just rolls the other regardless of the cannons. These SCs are the exceptions, since it is irrelevant what you do, 11mdps can't beat a double premade. They can however cleverly grab and sustain the part.
All that is needed is 1-2 clever players to lock down the part, and kite into and out of your spawn zone to accumulate points, albeit slowly. This is NOT any sort of reasoning to allow spawn camping however. If they have any sort of healing/tanks they can sustain this indefinitely.
Suggestion: Change MKT so that if the player holding the part is in their spawn(Outside of the Temple, Temple consisting of all the upper stone Area, with the Ramps being the cutoff) A, Negative points for their realm B, receives double damage, or C, Part resets 30s after leaving the Temple.
Perceived Solution: pushing in and out of the temple should be a strat. Kiting to reinforcements should work. Spawn camping should be deterred. But one side shouldn't be pushed for having enough strength to win, but not wipe the enemy. This SC isn't about holding Flags or a fixed position. It's about holding a part in and around the Temple. If we can establish the gameplay to help facilitate this I believe the SC would perform far better than it does.
Thanks, and I welcome feedback/insults.
Issue: Currently, grabbing the part, and kiting from your spawn to up the stairs pretty much guarantees you a victory. Whether you intend this strat or not is irrelevant. Many times, 6v6 1 side has the advantage, grabs the part then gets pushed when it turns to 12v12. Now, they aren't going to stand there and die, they fall back, towards their spawn, at which point there is normally at least 1 player savvy enough to hop on a cannon after dying. Or, quite simply the winning side's carrier dies, or they are wiped on cannons and the weaker side grabs the part. 1 of 2 things happens at this point.
1, The attacking side has enough heal/tank/dps to hold the temple, but not wipe the enemy, thus remaining unable to grab the part
2, the attacking side gets wiped via cannons and a push. The defenders then hold the temple until they get pushed back again, right as they start to wipe, players respawn and hop on cannons, or simply wave on and on.
Exceptionally rarely is the SC lopsided enough(thankfully) that one side just rolls the other regardless of the cannons. These SCs are the exceptions, since it is irrelevant what you do, 11mdps can't beat a double premade. They can however cleverly grab and sustain the part.
All that is needed is 1-2 clever players to lock down the part, and kite into and out of your spawn zone to accumulate points, albeit slowly. This is NOT any sort of reasoning to allow spawn camping however. If they have any sort of healing/tanks they can sustain this indefinitely.
Suggestion: Change MKT so that if the player holding the part is in their spawn(Outside of the Temple, Temple consisting of all the upper stone Area, with the Ramps being the cutoff) A, Negative points for their realm B, receives double damage, or C, Part resets 30s after leaving the Temple.
Perceived Solution: pushing in and out of the temple should be a strat. Kiting to reinforcements should work. Spawn camping should be deterred. But one side shouldn't be pushed for having enough strength to win, but not wipe the enemy. This SC isn't about holding Flags or a fixed position. It's about holding a part in and around the Temple. If we can establish the gameplay to help facilitate this I believe the SC would perform far better than it does.
Thanks, and I welcome feedback/insults.