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Forcing Teams To Play More Than Just A Tdm Could Reduce Ttk


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#1 Acid Phase

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Posted 03 September 2016 - 02:25 PM

I feel that Ed will not make a difference unless there is a reason not to just engage the enemy. I have seen instances when players are caught completely unawares surrounded by the enemy, and no matter what alpha fire is allowed or not, the TTK will be just as bad or worse.

It would interest me how many of you (The Community) is on board with this topic.

I feel that this game should stop becoming a team death match. Every game type that PGI dished out is no different when the result of winning the match is to completely kill off the other team. If I wanted to play that, I would go back to playing some Unreal Tournament. I remember that Mechwarrior was mostly about going through mission objectives beyond just another deathmatch. If you played Mechwarrior series, you know exactly what I mean. "Primary Objectives, secondary objectives, and tertiary objectives".

In my opinion, forcing teams/lances to be useful is to complete these objectives. Think of how tactical the team will perform according to these objectives, rather than just seeing a bunch of "steam-rolls". I see that the teams are composed of 12 players per side. If each team was divided into three groups (scout/offense/defense) I'm pretty sure the game would come down to very grueling battles down to the wire. End of game stats and rewards should reflect on how well has each team has completed these objectives.

Here's my thought, each drop with multiple Primary Objectives (Capturing/Destroying/Defending) buildings or bases located at different NAV points. Return to extraction points also as an important primary objective. As for Secondary and tertiary objectives, have them be kill all enemy mechs.

The point is to make the game more tactical. As it stands, I see players disregarding their tactics and just completely pushing the enemy team because they know the outcome is 50/50. Not sure about everyone else, but these "steam-rolls" (in favor/against) are quite redundant, especially when it just took about 5-10 minutes to find a match (group queue) so that teams could be wiped out in 3 to 5 minutes.

#2 ScarecrowES

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Posted 03 September 2016 - 03:12 PM

Still not sure why we're concerned about TTK. You go out and fight a mech 1-on-1, nobody complains about TTK. That's because it actually takes a LOT of damage to kill most mechs. 1-on-1, that damage takes a long time to accumulate.

The types of situations that make people complain about TTK? When they do something stupid in front of multiple enemy mechs and get punished for it. That's what drops TTK. And since you can never prevent dumb people from doing dumb things, you'll never get TTK to drop.

Still, objective play really has no impact on TTK. Even with objective play, combat will still happen, and when it does TTK will always take just as long if there's a group of mechs on either side of it. Only want to truly drop TTK is to significantly break up groups so you're playing 1-on-1 as often as possible. Unfortunately, or perhaps fortunately because this is a team game, that simply can't be done.

While I agree the game needs to do more to focus on objective play, it really has no impact on TTK.

#3 davoodoo

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Posted 03 September 2016 - 07:18 PM

I will just say that no matter what objectives you add, its far easier to do them when you dont have enemy team stopping you.

And even in mechwarriors you cleared enemy then unmolested went to blow up base or dropship, or whatever else you had to do.

Edited by davoodoo, 03 September 2016 - 07:19 PM.


#4 Quicksilver Aberration

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Posted 03 September 2016 - 10:37 PM

View Postdavoodoo, on 03 September 2016 - 07:18 PM, said:

I will just say that no matter what objectives you add, its far easier to do them when you dont have enemy team stopping you.

This will always be the reason objective based gameplay like what some people want, will never work within the context of a no respawn game. Much like with conquest and standard play in CS:GO, the objectives are more to force an engagement more than anything else and to disincentive camping one spot.

If we had respawn, then you can do more objective based gameplay like you see in FPS like TF2, Overwatch, or some of your other generic shooters.





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