Edited by Reith Dynamis, 06 March 2013 - 10:50 AM.


Why Can't We Just A Have A Game Mode Where U Just Destroy Eachother?
#1
Posted 06 March 2013 - 10:50 AM
#2
Posted 06 March 2013 - 10:53 AM
#4
Posted 06 March 2013 - 10:56 AM
#5
Posted 06 March 2013 - 10:57 AM
#6
Posted 06 March 2013 - 11:02 AM
#7
Posted 06 March 2013 - 11:02 AM
Reith Dynamis, on 06 March 2013 - 10:57 AM, said:
We can't because that mode doesn't exist so people don't bring only Assaults. However, in previous MW titles that had TDM there really was very little reason to bring ANYTHING other than an Assault. During a time in Closed Beta where the Match Maker didn't match Weight Classes there were games that were 100% Assaults and even 100% Atlas. I can't give you screen shots of those because it was against the rules to take Screenshots in Closed Beta
#8
Posted 06 March 2013 - 11:05 AM
Reith Dynamis, on 06 March 2013 - 10:57 AM, said:
Well, I must confess I didn't take a ss, but I definitely played in one river crossing where all of my companions were assaults, and I was a Hunch. We still lost, largely by being outmaneuvered and defeated in detail. I instantly made a joke that we were a Lyran scout battalion.
#9
Posted 06 March 2013 - 11:09 AM
Reith Dynamis, on 06 March 2013 - 10:57 AM, said:
You may not use anything but mediums, but more and more people would slowly move to ever larger mechs, because in an all out brawl, more assaults wins. One on one alone may be different, but 8 assaults together simply dominates 8 mediums, no matter what they do. The majority of people will eventually simply move to what works best.
Aside from that, yeah.... The base capture mechanic isn't there to be super happy fun base capture time, it's there as a safety valve.
Otherwise, people would troll with lights all the time. That 12 JJ spider can get to all sorts of great hiding places, ensuring all battles are 15 minute sets of wandering around looking for the one asshat.
In short: I'd always much rather a battle end very quickly with a clear win or loss than have it drag on for 15 minutes of nothing.
#10
Posted 06 March 2013 - 11:13 AM
I would like to see something like the older MW games.... mercenary contracts. X house would like X target destroyed...and you have to actually destroy it not sit on a cap spot. This might come with community warfare though.
#11
Posted 06 March 2013 - 11:13 AM
Balsover, on 06 March 2013 - 10:56 AM, said:
Pretty much this.
I'm all for "Team Death Match" or whatever, and would really prefer making things explode over "standing in a chalk outline" but there has to be a way to, well, bypass asshats.
#12
Posted 06 March 2013 - 11:17 AM
#13
Posted 06 March 2013 - 11:19 AM

I'd prefer it to stay as it is. Not every single multiplayer game needs a straight up TDM mode. Assault is close but the extra objective gives it a bit more strategy.
#14
Posted 06 March 2013 - 11:19 AM
#15
Posted 06 March 2013 - 11:21 AM
#16
Posted 06 March 2013 - 11:31 AM
Balsover, on 06 March 2013 - 10:56 AM, said:
Or imagine the ultimate nightmare. On Alpine, 7 dead enemy mechs, 10 minutes left, the sole enemy survivor has run off, to an map edge likely, and has gotten lucky. His camo is ALL white, and even shut down, he has a great view of all approaches to his position.
How many will wait the full 10 minutes in game, just so the actual winners do not forfeit the game?
Edited by MaddMaxx, 06 March 2013 - 11:32 AM.
#17
Posted 06 March 2013 - 12:32 PM
plus it is a necessity for league matches and e-sports. if that ever becomes a big thing.
#18
Posted 06 March 2013 - 12:40 PM
Perhaps the forced surrender option. Available if there are 3 or more on one side and one of the other. If all the pilots of the side winning start agree by vote then the games over.
Or contested goal zone. (in the middle preferable). After X minutes on the clock, it becomes capturable. Stand it in and a count down starts for victory that is stopped and reset if an enemy hits you for damage or enters the box. Kinda of a king of the hill approach but the point is if one or two surviving mechs from a losing effort basically want to run away then the larger force "base caps" the goal zone. Having it be stopped by taking a hit is to avoid it being used as a cheesy way to end a fight early. If it only activates with conditions - like only for the side that has four more surviving mechs than the other - it can't be used for a last light mech victory.
Considering the fact that most lights can take on and defeat a medium, heavy or assault I don't see that lights need a base capture out to be "useful". Especially with the option of playing Conquest.
#19
Posted 06 March 2013 - 12:45 PM
2. As was pointed out, 1 light mech can make your match intolerable every time.
3. We dropped against another team a few times with 'no capping, just to the death' and what happened was each side had too much patience. We set up, and waited. The first to loose patience lost - without the base cap, there was no way to force a move - it was just "Set yourself up as best as you can and wait".
What could be viable, in my opinion, is a map half the size of River City - something to provide a little cover, but not enough that you can run, hide, or sit in a corner and wait for the other team till the counter ticks to zero.
Edited by Kazly, 06 March 2013 - 12:47 PM.
#20
Posted 06 March 2013 - 12:47 PM
-Weight Class
-Match Type
--Mission
--Deahmatch
--Capture the Flag
--Solaris
-ELO Ranking Y/N
-Casual / Teams Y/N
So if I want I could have an a match with ONLY lights, having a deathmatch, with or without ELO ranking and have it against other randoms or two matched teams.
This is called OPTIONS
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