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Want To Buy Team Death Match


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#1 Xandre Blackheart

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Posted 19 March 2013 - 08:07 PM

Any word on when something other than cap fest and capfest II game modes will be out?

#2 Helbrecht

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Posted 19 March 2013 - 08:20 PM

i seriously love it when a frigging atlas is standing at an opposing base capping while the rest of us are dead. i really wish thier was a command to never drop with these morons. i mean i really do understand why they have two different win conditions to prevent griefers running around being dumb for 15 minutes. but man its annoying as hell.

#3 Noobzorz

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Posted 19 March 2013 - 08:37 PM

I dunno, I played capwarrior online and won twice today as a Dragon in spite of my incompetent brawler teammates. On one ocassion, a pretty regular forum user (if you're reading this, you are a dummy) QQ'd pretty hard before quitting.

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 MuKen

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Posted 19 March 2013 - 08:48 PM

The easy answer is King of the Hill mode. One base, center map, that both teams try to capture. In practice, it's pretty much impossible to cap it without wiping out the other team. But in case some jerk decides to run and hide, you can cap it to end the game.

#5 Xandre Blackheart

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Posted 19 March 2013 - 08:49 PM

View PostNoobzorz, on 19 March 2013 - 08:37 PM, said:

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.


Simple. After 10 mins all mechs show up as targeted for everyone because of orbital data. At 14 mins the orbital strikes begin.

#6 Acid Phase

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Posted 20 March 2013 - 07:12 AM

If you played MechWarrior as far back as MechWarrior 2, you know you would never see a Team Death Match. Under my sig is the link to my thread where I elaborate how MWO needs to have objective based gametype that doesn't only require capping or just destroy the opposing team in 2-3 minutes.

#7 Sug

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Posted 20 March 2013 - 07:30 AM

View PostNoobzorz, on 19 March 2013 - 08:37 PM, said:

I dunno, I played capwarrior online and won twice today as a Dragon in spite of my incompetent brawler teammates.


Unfortunately there's no reward for capping.

#8 Noobzorz

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Posted 20 March 2013 - 07:34 AM

View PostSug, on 20 March 2013 - 07:30 AM, said:


Unfortunately there's no reward for capping.


There's a 25,000 CBill reward, a bunch of EXP, and win/loss ratio increase, not to mention that it is in no way mutually exclusive with fighting.

#9 Sug

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Posted 20 March 2013 - 07:47 AM

View PostNoobzorz, on 20 March 2013 - 07:34 AM, said:

There's a 25,000 CBill reward, a bunch of EXP, and win/loss ratio increase, not to mention that it is in no way mutually exclusive with fighting.


Meh. For the 30k I got for "winning" a 0-7 Assault game on Alpine I'd rather have my 12 minutes back.

#10 FupDup

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Posted 20 March 2013 - 07:51 AM

View PostXandre Blackheart, on 19 March 2013 - 08:49 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.

*ION CANNON ACTIVATED*

#11 Noobzorz

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Posted 20 March 2013 - 07:56 AM

View PostSug, 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 Sug

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Posted 20 March 2013 - 08:10 AM

View PostNoobzorz, 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 Relic1701

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Posted 20 March 2013 - 08:16 AM

View PostHelbrecht, on 19 March 2013 - 08:20 PM, said:

i seriously love it when a frigging atlas is standing at an opposing base capping while the rest of us are dead. i really wish thier was a command to never drop with these morons. i mean i really do understand why they have two different win conditions to prevent griefers running around being dumb for 15 minutes. but man its annoying as hell.


Have you considered staying with the Atlas, rather then running off and dying alone?

#14 Teralitha

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Posted 20 March 2013 - 08:18 AM

View PostXandre Blackheart, on 19 March 2013 - 08:07 PM, said:

Any word on when something other than cap fest and capfest II game modes will be out?


They have already said that this game mode and others are coming... when is the only thing we do not know.

#15 Sug

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Posted 20 March 2013 - 08:38 AM

View PostRelic1701, on 20 March 2013 - 08:16 AM, said:

Have you considered staying with the Atlas, rather then running off and dying alone?


Only if its a DDC :)

#16 Sgt Disciple

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Posted 20 March 2013 - 08:58 AM

Yea let's eliminate all strategy from the game completely! Its already sad enough, they go upper we go lower we go right they go left. All were missing is painted lines to follow. Same path every time same spot to fight its so predictable. And now you want a mode that assures no deviation from that?

#17 NitroDev

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Posted 20 March 2013 - 09:05 AM

remember when there was one game mode and 3 maps? those were the days...

#18 INSEkT L0GIC

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Posted 20 March 2013 - 09:08 AM

TDM is OP. Nerf TDM.

#19 UiA

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Posted 20 March 2013 - 09:15 AM

View PostSgt Disciple, on 20 March 2013 - 08:58 AM, said:

Yea let's eliminate all strategy from the game completely! Its already sad enough, they go upper we go lower we go right they go left. All were missing is painted lines to follow. Same path every time same spot to fight its so predictable. And now you want a mode that assures no deviation from that?



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 Xandre Blackheart

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Posted 21 March 2013 - 04:15 PM

Even a "King of the Hill" mode would be an improvement. But when you talk about Mechwarrior needing objective based scenarios, destroying enemy mechs is one of the possible objectives. And that is currently not a focus of any of the available game modes. It happens because combat is part of the scenario, but there are a lot of people who want a game mode built around combat specifically.

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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