Siege camping is one of the main reasons people quit this game, It's about time.
Old players quit because of siege camping, new players leave because of Shagroth(s).
Is this a personal attack or is it attempt at making a point...?
* I will never choose to attack newbs. Spec me anytime.
* More chances they leave when they get killed by something they don't see or know how works, like a random lightning/summoner shot. Melee is very straight forward, big guy hits you and you die.
* In general Newbs would leave would leave the game no matter how they got killed though, cause its the spoonfed generation.
- It can instantly kill a fully equipped unit with 1 shot(whereas its true purpose is buildings, not units)
Although 1 shot kills are a high vulnerability, sieges are themselves even more vulnerable to these fully equipped units (and other sieges) if they're not close to respawn points.
Leaving the dictionary purpose of siege units aside, they are still needed. In a 9vs9 match on public, defending against 9 behemoths is not happening without siege. It would need an extent of coordination that goes very far beyond a rabid and another player with a blaze.
"High vulnerability" what? Elaborate?
Of course siege units are vulnerable to attack, they are supposed
vulnerable because of the potential damage they can deal to a base in a short time.
Using siege in defence is the lazy mans way of playing the game. Of course siege is effective vs behemoths, but a repeater nomad with immob is more cost effective and probably better(I did not do the DPS math).
What would make what you say better is 2 shamans and 6 behes and a blaze/saccer. But how often does this perfect situation occur in a public game, where the real problem lies?
- "Use ranged weapons" If you are the sole person who can push for your team, you cannot do that as beast with ranged.
You are not supposed to push alone, although the old players that you've mentioned in your first line of course would like to be able to do so. If absolutely needed you can still hide behind a tree. But if your definition of pushing is to crush anyone who spawns from strongholds (of course to give room for summs to kill shields, harvester of noobs), so god be with us.
This is a weird way to see the situation. I believe you are having several logical phallacys in your reasoning so far.
The players quit cause siege camping
makes the game boring
, whatever skills you may have does not apply versus the instakill.
I can try to break it down for you how the game works lately in my experience.
Lets say comms are equal.
Very often teams are unfair, usually there are some top players on both teams, of course if this does not happen the lesser skilled team loses.
What I experience very often is fighting a stack, where my team relies on me to do the work. I can do that very well, unless something instantly kills me where i have no ability to stop it and strikes me out of gold. Now I am suddenly unable to do anything unless I steal from team gold, which is usually empty on the worse team side. I would elaborate further but I believe you can understand the issue.
With my (human) viewpoints in mind, the only solution that I could see working would be a damage reduction against siege if sac has been activated in a certain radius around respawn points. Against beast siege, I could see a damage reduction on behemoth hits working if the human unit is carrying a
demo pack. This needs to be of course tested and the % or # of reduction should be likely not the very same for both races.
If anything saccers should take more
damage cause of how overpowered it is when used correctly.