So When Is Assault Going To Lose Base Capture?
#1
Posted 09 September 2013 - 10:26 PM
Conquest has capture points - why does Assault? Does anyone really find it fun?
#2
Posted 10 September 2013 - 01:57 AM
#3
Posted 10 September 2013 - 03:12 AM
#4
Posted 10 September 2013 - 03:14 AM
RiggsIron, on 09 September 2013 - 10:26 PM, said:
Conquest has capture points - why does Assault? Does anyone really find it fun?
Because an Assault without an objective is just wrong.
#5
Posted 10 September 2013 - 04:05 AM
There are too many players who look at those damn kill/death stats and their precious counter. I see soo many people running away and shut down because of fear and cowardice... in a computer game... where you can't loose anything...
No, if we deathmatch, give us some arenas you can't leave for more then 20secs or so. Or a blinking beacon where the last one is.
And after all, the cap mechanic, as olld and rusty as it is, gives this mode and all mechs other than assault a purpose.
#6
Posted 10 September 2013 - 05:58 AM
#7
Posted 10 September 2013 - 06:06 AM
RiggsIron, on 09 September 2013 - 10:26 PM, said:
Conquest has capture points - why does Assault? Does anyone really find it fun?
The main reason is that the play mode would be a griefer's paradise.
1) Finding the last powered down mech hiding on the map will get old very fast ... when everyone has to wait 15 minutes until the game ends in a draw. There is no way in a death match scenario to force the other players to fight ... at least not without imposing onerous and unrealistic conditions on the match (i.e. do some damage within every 2 minutes or you are destroyed ... can't power down for more than 2 minutes without being destroyed ... which I (for one) would not want to play with). As long as K/D matters to some people then some folks will try to survive a match even if their team is losing.
2) Bugs. Providing an alternate exit condition means that if a match gets bugged then the game can be completed in some form.
#8
Posted 10 September 2013 - 05:07 PM
#9
Posted 11 September 2013 - 01:22 AM
RiggsIron, on 09 September 2013 - 10:26 PM, said:
Conquest has capture points - why does Assault? Does anyone really find it fun?
You should check the forums for similar posts to yours BEFORE posting. You have your answer in at least 10 other threads in the feature suggestion forum. But lazyness has no boundaries, I know.
Now you people cry because of capturable bases, but when they would be removed, all of you start crying about light mechs running away and hiding, stretching the match lenght to 15 minutes. Did anyone of you geniuses think about that PGI put the bases there for a purpose? No, you didn't...they just put them there to troll you, right? BAH!
#10
Posted 11 September 2013 - 09:15 AM
If you are the last one alive, and have not targeted an enemy and fired for say 2 minutes- while within firing range, you are revealed on the map.
Alternatively - if there is no targeting and/or firing done on either side for 2 minutes the match ends and the team with the most mechs still alive wins. (starting after the first 5 minutes, not "the game ends before the 2 sides can reach each other and shoot")
Trolling? No I came to play this game to fight mechs - not to run out - and then lose in 60 seconds to a fast base capture, OR to win by the same method - utterly pointless and a waste of playing time. And so what if other people have posted about it? I am not allowed to have an opinion on the subject because someone else already spoke up first? yeah whatever.
Edited by RiggsIron, 11 September 2013 - 09:26 AM.
#11
Posted 11 September 2013 - 09:22 AM
#12
Posted 11 September 2013 - 09:28 AM
DEMAX51, on 11 September 2013 - 09:22 AM, said:
That would also be way more fun - and make more sense. Why do you need to defend a drop point in the middle of a desert/ice field? This isnt Starcraft. A single capture point would promote way more frenzied action.
Edited by RiggsIron, 11 September 2013 - 09:29 AM.
#13
Posted 11 September 2013 - 11:27 AM
RiggsIron, on 11 September 2013 - 09:15 AM, said:
If you are the last one alive, and have not targeted an enemy and fired for say 2 minutes- while within firing range, you are revealed on the map.
Alternatively - if there is no targeting and/or firing done on either side for 2 minutes the match ends and the team with the most mechs still alive wins. (starting after the first 5 minutes, not "the game ends before the 2 sides can reach each other and shoot")
Trolling? No I came to play this game to fight mechs - not to run out - and then lose in 60 seconds to a fast base capture, OR to win by the same method - utterly pointless and a waste of playing time. And so what if other people have posted about it? I am not allowed to have an opinion on the subject because someone else already spoke up first? yeah whatever.
I see a few hole in this, first there wouldn't be a point to light mech. Some of you might say that the game mode would be better without light mechs but would they really add something like this to a game that they are trying to make balanced for all mechs? Second everyone would play as Assault mechs all the time because they would need the most powerful mech to defeat the enemy team. Another reason to not play as light mechs because you would be trying to strip away armor off a 80-100 ton mech which would take awhile to destroy. So I don't think something like this would be added to MWO. I came to this game to make the most effective mech possible, that doesn't always mean firepower, but also speed. Without something to counter assault mechs, lights would be useless.
Edited by LiegeOfThePit, 11 September 2013 - 11:31 AM.
#14
Posted 11 September 2013 - 11:44 AM
The fact is, if you "blob" up with your teammates and start heading out to the point of no return on the map, expect your base to get capped. End of story.
Sometimes you'll run into another team using the same tactic and it works out; everyone just dukes it out in the center of the map. That's fine...and it's a valid tactic if you know the other team is going to do this. But in general it's best to leave a few units within range of home base. Not on the base, but within close enough distance to get to the base if it starts to get capped.
#15
Posted 11 September 2013 - 11:45 AM
What I see right now is people all rushing to battle, and a light goes and taps the base and splits the team in two. Since people are lemmings in this game naturally. I know this is what happens because I do it almost every match! Most of the time we steamroll the other team because it's essentially 11 on 6 for the first part of the map (Half running back to attack a light that's gonna run away, and the other half still assaulting the main line).
All I really see here is a lack of tactics and a massive lemming effect. Assault isn't Deathmatch... Nor would I play Deathmatch, unless it was weight class specific, smaller maps, and maybe a respawn of some sort.
#16
Posted 11 September 2013 - 04:22 PM
Jestun, on 10 September 2013 - 01:57 AM, said:
That's easy to fix. Replace the capture bars by a victory bar for each team, Once half of the enemy team is destroyed, the bar starts growing very slowly. The bar would grow faster as more enemy 'Mechs are killed, to be at its fastest when there's only one enemy left.
This means that the only way to win is to kill the whole enemy team or to kill enough and wait until the bar fills up completely. This would avoid endless hunts for the powered-down 'Mech, while preventing the enemy to simply rush for the cap without fighting, which is what everybody hates.
#17
Posted 11 September 2013 - 11:52 PM
RiggsIron, on 11 September 2013 - 09:15 AM, said:
If you are the last one alive, and have not targeted an enemy and fired for say 2 minutes- while within firing range, you are revealed on the map.
That's one of the dumbest ideas I have read so far.
Quote
No, smart boy...other people already posted the answer to your original questions. But why bother using the search function? Really amazing people like you don't need to search, or reply in one of the other threads. Creating new threads gives you so much more attention, I understand.
Reading new threads every day about old, boring topics is really NOT making these forums any fun.
#18
Posted 11 September 2013 - 11:57 PM
5he easy answer to mechs running away is apready in game... base capture.
why remove it and tyen add exactly the same system but with 50% team survival as the critera instead of a physical location?
#19
Posted 13 September 2013 - 11:27 PM
Because yeah - a game where no one fires for 2 minutes while hiding is fun? If you think preventing that is dumb...well maybe you like Farmville too as high entertainment. Grass growing sounds about your speed.
But back to the topic - a central base to fight over should be the only 'base' in Assault. Or else drop it for a deathmatch mode that ends after say 10 minutes, and whoever has more mechs alive at the end wins if people run off to hide.
Whether my team is the one rushing off to cap a base, or we lose to it - it is dumb and pointless either way. Asking a bunch of heavy slow mechs to 'rush' back to the base after they just spent 2 minutes moving out is pointless and unfun. Conquest at least forces fights because 5 bases to fight over means you cant win with just one.
Dunno if critics joined this game to fight mechs or not - but I think some people actually did. Just sayin.
#20
Posted 14 September 2013 - 12:21 AM
LiegeOfThePit, on 11 September 2013 - 11:27 AM, said:
Ummm.
Never seen a group of lights take down heavier mechs and barely get hit?
or a group of 6 heavy mechs try to take out a single Spider? And fail.
useless? In the 20 year old tabletop game maybe.
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