Quote:
Originally Posted by Sockless
I have to agree with he posters above. In the current implementation this will make things worse unless the requirement for the enemy to outnumber the defenders is added. Otherwise one well hidden, sneaky, or good shooting enemy can effect a capture over superior forces.
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"well hidden"?
How well hidden can you be in any WWIIoL building?
I have serious concerns about this.
Basically, this new mechanic with the HUD completely favours the overpop side.
There is no longer any chance of a 'stealth cap' - which in many cases was the only real hope for the low pop side to get a leg up in the battle.
The buildings themselves may be bigger - but the HUD completely negates any size.
As a defender... I simply wait in the building and the instant my HUD starts to move I do a room search and I keep searching until my HUD tells me I am done.
This really is going to hurt the attacker and low pop attacks will probably cease completely. So if one side is usually underpop compared to the other their morale will collapse very quickly after this feature is introduced because they will have to be lucky to ever make a cap.
In fact, even liberating might prove difficult?
*might do a re-read of all this because maybe I missed something and am way off base here (hope so) but I have serious concerns.
My prediction is that battles that don't very quickly seize the spawn points and maintain momentum will be abandoned very quickly by HCs who will pull the AOs (That's what I would do)
Spawn CPs will become 'fortresses' at the expense of other parts of town and CPs.
The end result will be 'ant trails' from spawn points to those CPs.
*More than prepared to have these arguments rebutted - I really hope I mis understand.