Wolfborn Posted June 10, 2015 Share Posted June 10, 2015 Chem Rushing is ok until players just spawn in a match and instantly rush GDI base. Defense Tower = Destroyed Barracks = Destroyed Advanced Guard Tower = Destroyed It's pretty ridiculous to have all that happen before half your team can actually load the map and then just gets spawn killed. Quote Link to comment Share on other sites More sharing options...
boxes Posted June 11, 2015 Share Posted June 11, 2015 I don't see the issue here. There's a start delay to make sure most players are loaded in before the game begins, so that's not the problem. Bar, AGT AND guard towers destroyed in a Chem rush? Must have been Goldrush, and even then the AGT and Bar are on opposite sides of the GDI Base. Hmm. Quote Link to comment Share on other sites More sharing options...
Wolfborn Posted June 11, 2015 Author Share Posted June 11, 2015 Even when these fail Nod just drops Flame Tank rushes In my experience Nod seems to always be better. Quote Link to comment Share on other sites More sharing options...
boxes Posted June 11, 2015 Share Posted June 11, 2015 Flame rushes are easily countered if GDI plays like GDI, aka buy a shit ton of tanks backed up by hotwires. The problem here is team coordination, not imbalance. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted June 11, 2015 Share Posted June 11, 2015 Nod has like a 60% win rate on Walls and Whiteout. GDI has like a not even kidding 80% win rate on Complex, Canyon, and Under. On Complex and Canyon, the games don't even last very long. On Canyon, the wall hole for the silo will even up the early game as well as relieve the bottleneck on infantry against gdi vehicles. On complex, it would be a good start if there was some cover on the middle of the strip imo. There might be other ways to help too but that helps vehicles from being spawnkilled and arty to get a foot in against tanks. On under, idk, Nod's opening seems to be narrower and straighter shot against structures, gdi is a curved opening that nod needs to get way in and around in order to have line of fire. Really, GDI tanks are hard to break but are fine at their distance. Nod needs better options in vehicle path and terrain exploitation, as well as a better gdi entrance to exploit to fire from in the same manor that gdi can do from nod base entrance. The infantry paths not having as much a bottleneck might help too, possibly redesign the tunnels with two paths that branch together in them? Gdi always denies nod their own tunnels, which also leads to just another way for nod to lose while they focus on vehicles. Quote Link to comment Share on other sites More sharing options...
Ap2000 Posted June 11, 2015 Share Posted June 11, 2015 There are several ways to rush early game, for both sides. There's nothing wrong with chem rushs. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted June 11, 2015 Totem Arts Staff Share Posted June 11, 2015 ....Not gonna lie, sounds like someone had a string of bad GDI teams. GDI can rush just as well as Nod in the early game. Hell, a mass of McFarlands doesn't even have to aim. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted June 12, 2015 Share Posted June 12, 2015 ....Not gonna lie, sounds like someone had a string of bad GDI teams. GDI can rush just as well as Nod in the early game. Hell, a mass of McFarlands doesn't even have to aim. I won't lie, even with a good team, today I lost volcano on nod (they got 2 structures on first rush while we got 1), and won on canyon with nod (early mobilized artillery coupled with some actual repair work to keep them in the field and gdi out of it). Still think GDI was terrible to let that happen, even in case of a fuck-up, gunners should have been able to regain the field if nothing else. Quote Link to comment Share on other sites More sharing options...
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