Hi,
first things first, English is not my first language, so don’t bother being a grammar Nazi, because I don’t really care. I try my best and am confident that my text is understandable but there will be mistakes. When you really want to point something out, write a PM. I am always open to improve my (english)skills ;)
I am an active tPvP-Player who is playing on a higher level (not pro or something) and I am skeptical when looking at the current Meta.
Every good or professional Team has at least two people who are playing as a nod defender (bunkerspecs) that are solely there to buy time and/or pointcontrol for their team. This sometimes goes for example on maps like Legacy of the Foefire so far, that there are two bunkers in the middle and even when one of them dies, the other one will last long enough to let the first one respawn and get back to the point.
I myself am playing a bunkerguard for my team and know firsthand how strong it can be. You survive while outnumbered against good enemies what makes the game kinda static for me.
That should be enough explanation, because everyone of you should know the problem and this thread is to explain a solution.
One possibility would be to further nerf bunkerspecs, separate Skills for PvE/PvP but in my opinion there is an easier (better?) way to fix the metagame.
I explained above that the strength of bunkerspecs is that they can outlast enemies while outnumbered. However, this would be absolutely irrelevant, when they wouldn’t stop the point from being captured by just standing on it.
My solution is obvious:
A point should get captured by the team, which has more people standing on it.
At the moment the only chance of capturing a point is to annihilate (or knock off) the whole enemy team standing on it. It takes 4 seconds to neutralize a Point and another 10 seconds to capture it for the team.
When this would be changed so that you capture a point while outnumbering the defender, bunkerspecs would lose quite a bit of their strength, but they wouldn’t be completely meaningless.
However, the time to neutralize and capture a point shouldn’t be too fast. The Teams need time to react, else the whole defend a point concept would be meaningless. The exact numbers should be tested and perhaps map dependent but to give you an idea I give you a small list.
Not defended point: 5 seconds to neutralize, another 10 seconds to capture it (more or less like it is)
Defended point, 1 player more than the defender (f. e. 3vs2): 10 seconds to neutralize, another 20 seconds to capture it
Defended point, 2 players more than the defender (f.e. 4vs2): 5 seconds to neutralize, another 15 seconds to capture it
A further increase like 4/5vs1 would be meaningless.
With this change both teams would be forced to react faster when their points are engaged. People would have to call incs early and precise.
There wouldn’t be situations where you see a 1vs3 in the middle that lasts for 20 or 30 seconds (when that’s enough) until you finally get the bunker downed/stomped and start neutralizing the point.
The whole Lineups would go for a more damage (not glassy) oriented build, because they aim to kill people and not to tank them. Glasscanon- and bunkerspecs would lose a bit of their strength, but in the right Lineup they would still be a good choice.
Last but not least the game would be more interesting to watch. There would be more fighting and a lot more movement on the map. New tactics would come up and hopefully there would be not only one way to go.
What do you think about this? Would this fix the current problem in the Meta? Or would it make it worse? In my opinion this would be great.
Greets
LeGi
(edited by LeGi.3921)
