Galen, you have to admit that 50 Stormboyz jumping over your wall and straight to a cap location is something you can't really prepare for, even in the abstract. It's a legitimate tactic for shock and awe to try and overwhelm internal/vertical defenses like that (once any shield is down I guess) but that's a ton of [suicide]->[change class]->[respawn] to actually protect the cap point from rapid strike zerging. That's a minimum 20 seconds from what I can tell, plus engagement time, plus coordination of [x number] of defenders. So apart from looking like Jonestown it's effectively ghost capping, that's a cheap mechanic.
Why what happened to your 50 assault specialists?what happened to the rest of your group/strike force did they forget how to shoot?Or are they 2 bored to move from the battlements(?!) to a second position? And by the way do we really have to put the stamp of ghost capping to every strategy/tactic that makes the defenders look bad/incopetent. Also the attackers somehow managed to coordinate 50 assaults but your team cant be bothered to do so?
We can look at past games with similar mechanics and avoid bad game elements before they are a problem OR repeat them, because someone wants to be able to do everything with their chosen class. Most the caps won't be fights, but rushes with Assaults, because it's the most efficient way and quickest way to do it. Simply put, not good for game play. Even with mentioning Stormshields, they'll want people fighting in cramped tunnels and corridors, pushing in to gain ground. That obviously don't want the same rehashed problems most of us have encountered in our gaming careers. Tactics. A term most gamers use to describe and rationalize bad game play mechanics, behaviour and more than likely don't understand what it really means. They could throw the dogs a bone and make a very difficult objective(s) to access on foot, letting Assaults pound it out against each other AND able to cap that point.
You infer a lot of things from what I say that just aren't there. Of course zerging over a wall is different than following the 3 methods Steven talked about in the 2nd last Twitch. That's the essence of siege content: Until it's been breached the defenders shouldn't be at any real risk of losing. I just find the idea of having 50 defenders ready to respond to 50 JPs using a surprise tactic impractical. Maybe it's as easy as you suggest to counter JP troops but even in Halo they're a bitch to deal with and that . Can't even begin to imagine them zerging an objective while I'm trying to put them down in time with a Bolter/Plasmagun from range and while they're moving fast. The effective range on the Bolter is what, 50m ? and ranged kills take a while with the high TTK. A Jump Pack can clearly escape that range in a few seconds, and that's just one, how do footsloggers compete with that mobility ? I don't know why you're getting so hyped but I'm leaving the thread alone again. It's become stale. Think all the OT points I have are pretty clear and getting into the weeds about this off-topic stuff ^ is nothing even close to an exact science atm. The Devs will set the objective then finalize the classes around the balance necessary to meet them, right ?
Killing people and capturing things are the point of the game, because it's a TPS with control points. If you think they aren't we really have nothing too discuss, I find it incredibly naive that you think these two things, especially the first one, aren't core gameplay features in a massive warfare game about world domination. AND IT'S NOT ABOUT THE FUCKING KDR ** I'll stop myself there, but any class that can't score its own kills is suited for an MMORPG not a shooter. In a shooter, every class needs to be self reliant at its core and not require a chaperone at all times. I can flatten your argument as well. Oh we've killed all the Tacticals, the objective is safe now, no need to worry about anyone else, they'll be dead soon. Oh we've killed the Havoks, now there's no way for them to bypass the gate. Oh we've killed all the Assaults, now our Devesators have nothing to worry about. Oh we've killed the Sorcerers... who cares, they need allies to do anything anyways.
Point of the game is to play as a team, not mindlessly solo cap objectives. So again, do we want a rehash of games that have known issues, issues people are discussing so they don't occur here or give us more of the same?
Sieges or any other kind of battle shouldnt be determined by mechanics made by the devs but by the players that fight them.And no the defenders should not be safe from loosing until the gate is breached,that isnt the case in the 40k lore and that was never the case in real sieges.There are/were other ways of taking a fortress bringing the front door crashing down is just one of many(?!) It definatly isnt ghost capping but with your point of reason defenders are just campers so they shouldnt be allowed to defend. And these issues can be resolved with other means and certainly not by making the tacticals the only ones that can cap. Edited.