Talk:Solar Rail Conflict/@comment-72.131.11.90-20141011200953

This is sadly balanced. For one, the fact the incumbent Solar Rail has to be reduced to zero means that unless the challening Solar Rail can offer a reward that is not only larger, but can constantly offer it, means that the incumbent will always win.

Secondly, the defenders have it far to easy. Since they have no life system, they can perform suicidal attacks to level as fast as possible. The attackers have limited lives and must obtain health orbs constantly. Not only this, but attackers must be coordinated as one moron can screw over the entire group. During the inital console-arming phase, the defenders can place turrets in front of the console, making a Loki run impossible. The lack of a spawn-invincibility also hurts the attackers. I was playing with a Vauban once and he just kept throwing Bastille at the attacker's spawn. I didn't even have to try and literally begged my team to let them have the first phase so they could at least have some chance.

Third, certain frames are just impossible to kill. Trinity with Link, for example. It doesn't matter how good you are, as long as you're in range of the magic lines, you're dead. Others, such as Iron Skin Rhinos, are near-impossible to kill. Not to mention the unholy level of stunlocking. It doesn't matter if you have Dakra Prime with Crimson Dervish catalyzed to heck. The guy with Dual Ethers or a MK1 Bo can kill you because he has a faster attack speed. I have stunlocked and been stunlocked.

Too long, didn't read? Defenders have too many advantages and they can win with only one team member whilst attackers can lose due to one guy who doesn't understand how to play. Certain frames are OP. Fast weapons are OP. Method of taking over a rail is useless.