Want To Buy Team Death Match
#1
Posted 19 March 2013 - 08:07 PM
#2
Posted 19 March 2013 - 08:20 PM
#3
Posted 19 March 2013 - 08:37 PM
I don't see how deathmatch could work. Is there fine tuning to be done on the presently existing modes? Definitely. But then we just run into the problem of the ECM raven running away until time expiry.
#4
Posted 19 March 2013 - 08:48 PM
#5
Posted 19 March 2013 - 08:49 PM
Noobzorz, on 19 March 2013 - 08:37 PM, said:
Simple. After 10 mins all mechs show up as targeted for everyone because of orbital data. At 14 mins the orbital strikes begin.
#6
Posted 20 March 2013 - 07:12 AM
#9
Posted 20 March 2013 - 07:47 AM
Noobzorz, on 20 March 2013 - 07:34 AM, said:
Meh. For the 30k I got for "winning" a 0-7 Assault game on Alpine I'd rather have my 12 minutes back.
#11
Posted 20 March 2013 - 07:56 AM
Sug, on 20 March 2013 - 07:47 AM, said:
Meh. For the 30k I got for "winning" a 0-7 Assault game on Alpine I'd rather have my 12 minutes back.
A ) There is no way it takes 12 minutes to cap. Even on tourmaline (which takes, quite literally, three or four times as long to do a cap run as every other map but alpine) you're looking at <8 minutes.
B ) If you're 0-7, that implies your team is inept. You basically traded 30 seconds of additional time for the privilege of not dying, an additional 300 odd EXP, and 25000 extra cbills. Pretty damn good ROI for 30 seconds. All told, you will almost certainly do better capping then you would wandering into a brawl and being insta-KO'd.
If you're QQ wah wah-ing about capwarrior online, that's all well and good, but if you're suggesting it's ineffective or a waste of time, then you're sorely mistaken. As a hail mary play, it is unsurpassed.
Edited by Noobzorz, 20 March 2013 - 07:57 AM.
#12
Posted 20 March 2013 - 08:10 AM
Noobzorz, on 20 March 2013 - 07:56 AM, said:
A ) There is no way it takes 12 minutes to cap. Even on tourmaline (which takes, quite literally, three or four times as long to do a cap run as every other map but alpine) you're looking at <8 minutes.
B ) If you're 0-7, that implies your team is inept. You basically traded 30 seconds of additional time for the privilege of not dying, an additional 300 odd EXP, and 25000 extra cbills. Pretty damn good ROI for 30 seconds. All told, you will almost certainly do better capping then you would wandering into a brawl and being insta-KO'd.
If you're QQ wah wah-ing about capwarrior online, that's all well and good, but if you're suggesting it's ineffective or a waste of time, then you're sorely mistaken. As a hail mary play, it is unsurpassed.
A) It was a 12 min game. It's a giant map. My team split up all over the place. When it was 0 - 5 i headed to the other base and won a lame cap victory because the other team couldn't get back fast enough.
B ) You get 25,000 for a win OR a loss. Capping is next to pointless. I would have made more if I ran at the other team and did 1 point of damage.
QQ wah wah? Have a nice cup of shut the **** up and maybe read some patch notes before you talk.
Edit: Stupid emote.
Edited by Sug, 20 March 2013 - 08:12 AM.
#13
Posted 20 March 2013 - 08:16 AM
Helbrecht, on 19 March 2013 - 08:20 PM, said:
Have you considered staying with the Atlas, rather then running off and dying alone?
#16
Posted 20 March 2013 - 08:58 AM
#17
Posted 20 March 2013 - 09:05 AM
#18
Posted 20 March 2013 - 09:08 AM
#19
Posted 20 March 2013 - 09:15 AM
Sgt Disciple, on 20 March 2013 - 08:58 AM, said:
Actually having the base cap available at the beginning of the game forces a lack of strategic options on maps. The fact there is always the same 2 locations to either have to defend the approaches or attack towards forces the routes you just described. Removing early game base cap option would lead to much more varied games imo. Say only make capping an option once 6-8 mechs are downed. Or introduce objective based goals like others described. Leave conquest for the capwarriors and make an assault mode more focused on the tactics of taking down the enemy team. Especially on the larger maps, lights have a disproportionate effect on the way a match goes down solely due to capture conditions.
#20
Posted 21 March 2013 - 04:15 PM
There are any number of ways to ensure that a Team Death Match Mode won't turn into hide and seek or chase the rabbit, one of which is to specifically put in Hide and Seek Mode and Chase the Rabbit Mode, because frankly I'd rather play those also instead of cap fest 1 and 2.
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