Quote:
Originally Posted by
LaBelle
Does anyone else feel like these two don't mesh well currently? It seems like attackers on final push can just keep bumrushing the point to keep the game in overtime, while the defenders are slowly whittled away. It's exacerbated when the defenders are breaking or in last stand.
I never really embraced 'last stand' & 'final push' cause :
Last stand
you had to many loses or played poorly with the available tickets (morale) -< so reinforcements are out (you die, you're out)
-> MAKE SENSE
Final push you had to many loses or played poorly with the available tickets (morale) -< Time is limited down, but now you can go all in
-> MAKES LESS SENSE
When a encounter is active (event) people stay in formation, conservate morale or in rare cases use the numerical advantage as an attacker (higher morale) to good use.
When 'final push' is active -> you don't need to worry about formations or even conserve lives -< it's all in !!!
But the defending force still needs to be in formation -> having the disavantage enemies can come from any direction -> so focussing fire & reloading will be an issue.
So yes, what it sometimes comes down to (when the timer is already depleted) for the attacking force is to try and get the enemy into breaking/last stand.
When the final push timer does kick in you can keep flooding the enemy and if that enemy is on last stand (defending the point) they might lose the encounter (match).
The advantage if the whole system is -> it shows you how close you really are on losing -> otherwise 'breaking' doesn't say all that much.
For the 'new mechanics' -< it's more complicated and will need some time to figure out what works (@Trusty -< and what can be exploited :p)