length of battles
#1
Posted 06 November 2011 - 07:05 PM
I would like to know the comunity's idea on how long should mechs last against each other in battle.
Fast and quick or slow and painful?
DL
#2
Posted 06 November 2011 - 07:07 PM
#3
Posted 06 November 2011 - 07:10 PM
Glare, on 06 November 2011 - 07:07 PM, said:
Perhaps some modification for various mission type, I do not want to see all pvp death matches.
#4
Posted 06 November 2011 - 07:16 PM
#5
Posted 06 November 2011 - 07:28 PM
DL
#7
Posted 06 November 2011 - 07:58 PM
#8
Posted 06 November 2011 - 08:07 PM
I think it should take just seconds to kill a mech, but still have them be strong enough to have a duel between 2 veterans last a long time.
#9
Posted 06 November 2011 - 08:11 PM
#10
Posted 06 November 2011 - 09:24 PM
#11
Posted 06 November 2011 - 09:38 PM
Edited by Rendall, 07 November 2011 - 03:01 AM.
#12
Posted 06 November 2011 - 09:49 PM
#13
Posted 06 November 2011 - 11:47 PM
#14
Posted 07 November 2011 - 12:16 AM
Amechwarrior, on 06 November 2011 - 11:47 PM, said:
SPEAK FOR YOURSELF; "if it wasn't for dying, I'd never get to drink my beer!" is the motto of some of my old lancemates.
I, myself, used to enjoy going spectator and watching the fight...there was a while where I was considering becoming a shoutcaster for MWL but I didn't have the free time to do a decent job.
But yeah, 15min, maybe 20-30 for special battles type that'd take longer...
Edited by empath, 07 November 2011 - 12:16 AM.
#15
Posted 07 November 2011 - 12:33 AM
I would not be suprised if they made the two modes with different match lengths and death rules. Team VS. would be fast paced, respawn enabled "first team to 50 kills wins" type of play and the conquest mode be the no-respawn, work as a team and fight smart kind of game play that you will have to level up past newb-levels to access, by then you will not be a huge burden to your team.
#16
Posted 07 November 2011 - 12:39 AM
Mechwarrior 4 made mechs ridiculously tough without having to worry about ammunition explosions nor arm detachment when torsos go boom. Mechwarrior 3 went the opposite direction and made things go boom too fast.
I'd say that as a benchmark, two 50 ton Mediums beating up on each other in a straight, one-on-one, open-field fight should last no more than a minute and a half of shooting. Any more than that and you'd be dragging things out. What extends this would be the use of cover and evasion. What shortens this is by teamwork and ambush back-ending.
#17
Posted 07 November 2011 - 12:44 AM
#18
Posted 07 November 2011 - 12:49 AM
I think both a respawn type game (like say battlefield) or a one life game (Like counterstrike or world of tanks) have advantages.
#19
Posted 07 November 2011 - 01:18 AM
Darklord, on 06 November 2011 - 07:05 PM, said:
I would like to know the comunity's idea on how long should mechs last against each other in battle.
Fast and quick or slow and painful?
DL
15 Minutes on company battle (32 vs 32) or some more is arcade,period. Sporting gameplay for boats.
On a big scale 32vs32, large maps, with tactical team play, fun comes with time!
Such engagement should be objective based with out any time restriction.
____________________________________________________________________________________
You asked:
"how long should mechs last against each other in battle"?
Smart@$$TM answer:
Well, it depends on how smart you fought, wouldn't it?
And against whom your up.
Honestly, your question can't be answered in a "it should last XYZ inches of time" manner.
Your either lucky, good at what you do, or you innocently turn left the next crossing and
whoops - end up meters away, on the front end of the 6 PPC boater - "BT at its best" - end game - your gone.
Can you ask more precise please?
#20
Posted 07 November 2011 - 01:48 AM
Odin, on 07 November 2011 - 01:18 AM, said:
15 Minutes on company battle (32 vs 32) or some more is arcade,period. Sporting gameplay for boats.
You MEANT "12 vs 12", right? Because otherwise you contradict yourself in the next sentence...
But I'll grant the rest of what you say; doubt the CoD'ers will enjoy the 'tactical' play, and likely that'll factor more into the devs' decisions ($$$ - they still gotta eat and pay rent, not to mention the server upkeep)...
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