Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Attackers Need Something More.


Hexagoros
 Share

Recommended Posts

Right now, Defenders of a Fully Schema'd Rail have,

 

1) Unlimited Respawns.  This gives the attackers the ability to be aggressive without fear of consequences.  This in itself is a huge advantage, since it allows the Defenders to actually go on the attack, since there is no consequence for their deaths.

 

2) Huge numbers of Specters.  Often times, Specters can be nearly as effective as players.

 

3) Defensive Turrets.  In addition to contending with enemy players and specters, attackers also need to watch out for the occasional rocket turret.

 

4) Common Mobs.  Least of our concerns, but they are there nonetheless.

 

5) They only lose 'The War' if the Rail actually goes down.  This means Defenders don't actually have to 'win' they just need to slow their Enemies down enough that the Rail itself maintains 1 or more Percent by the end of the conflict.

 

What do the Attackers have?

1) Common Mobs.

 

2) Themselves.

 

In other words, the defenders have every advantage, while the Attackers basically have nothing but themselves and Common mobs.  The Attackers on the attack while hobbled, while Defenders can counter-attack without fear of consequence, and have Specter, Turret, and Mob backup.

Link to comment
Share on other sites

I think the advantage should be for the defends because it;s like the homecourt advantage right?

 

Actually, aside from Defenses, the Advantage in terms of numbers should be with the Attacker.   The attackers should be the ones with more 'Mobs' and specters since the Defenders have infinite respawns.

 

The Attackers have nothing that makes up for the fact that the defenders have infinite respawns.

Link to comment
Share on other sites

Right now, Defenders of a Fully Schema'd Rail have,

 

1) Unlimited Respawns.  This gives the attackers the ability to be aggressive without fear of consequences.  This in itself is a huge advantage, since it allows the Defenders to actually go on the attack, since there is no consequence for their deaths.

 

For pumping KDA

 

2) Huge numbers of Specters.  Often times, Specters can be nearly as effective as players.

 

Still AI. Throw a 1st at them and get more exp! Scales faster.

 

3) Defensive Turrets.  In addition to contending with enemy players and specters, attackers also need to watch out for the occasional rocket turret.

 

Free EXP after you unlock your first damage card on weapon.

 

4) Common Mobs.  Least of our concerns, but they are there nonetheless.

 

More exp and those orbs

 

 

It actually hurts them more after you get through the first couple of levels assuming you aren't feeding hard. The only real drawback you can find is that some people will join the attacker to commit suicide over and over 20x.

Edited by Zeitzbach
Link to comment
Share on other sites

You're overlooking something that is key here: The attacker doest NOT get penalized at all foi failing the attack, while the DEFENDER if failing to the attacker loses rail %. Putting advantage on the attackers would only scrap Rails even quicker.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...