Taemien, on 27 March 2013 - 05:33 PM, said:
Oh and I will reiterate something I said in another thread. You can make Assault into a Team Death Match game, right here right now. Here's the steps.
1. Inform Team to stay at base.
2. Stay at base.
3. Fight the enemy team as they come in range.
4. Win or Lose
You just played Team Death Match. Try it! Lets put actions where your mouths are. PROVE to us that that poll is accurate and do as I suggested. If most of your games can play out like that then you are RIGHT! If no one listens, then I guess the forums are NOT the majority of players ingame and they do not want TDM and you are WRONG.
Ooh.. someone has to do more then post a poll lets see if he can pull it off. You have been challenged, lets see actions instead of words. I'll be waiting for the results. As my old platoon motto used to be, "put up or shutup"
The whole point of TDM is that you are free to manouvre, not tied to one location. But you know what? I HAVE had entire teams sit on/next to the base...repeatedly...in 8 mans and won, on forest colony river city and caustic. My team didn't move off the base. What happened? The other team got bored, moved in a few at a time, and got slaughtered. FUN! Not a one off incident, I've tested this and it works. When CW comes in these are the kinds of tactics you will see because the bases are so important to winning the match. Too important.
Seriously, think about where you end up fighting on any map. Even alpine peaks and tourmaline have certain areas fights always occur in. Why? Because if you don't sit between the enemy and your base you lose. If you split your force to try something clever like flanking their scout will spot you and your team will get rolled one half at a time. In TDM you'd be able to pull that half back, but in assault they have to stop the enemy from advancing...or you'll get capped. The enemy will just ignore the flankers, roll over the few mechs between them and the base and cap. This means most games play out roughly the same way...and it's boring. Is this really what you want for CW? HJ has even tested just rushing the enemy base. Literally ignoring the enemy team, running in a straight line to the enemy base and capping. It worked more often than not. Doesn't that tell you something?
The only reason assault appears to match TDM is because people can't manouvre, so you get a fight in roughly the same spot every time, and people will usually fight to the death because they find capping boring. With TDM you aren't bound to a base though. You can go anywhere, so strategy becomes much more important which makes the game more interesting. Does anyone who play 8 mans disagree with this?
A few points to consider:
In 8 mans the game revolves around the lights. Kill the enemies lights and you almost always win. I find this a bit simplistic.
Making manouvering matter (the opportunity to use the whole map) makes mediums matter.
Campers are bait for jump snipers.
People who run/hide/power down CAN be dealt with by removing the incentive to hide. Or by a base that becomes cappable when half the mechs are dead. Or one of the other many solutions that have been mentioned.
It'd take the best part of an hour for a dev to remove the bases from each map and add TDM to the mode menu. It'd take a bit longer to set up all the tracking etc, but it's still a copy/paste of the existing systems made for assault. Any devs disagree? Would adding TDM delay CW significantly? Time would have to be spent analysing the telemetry. Are the people that think it would take too many resources correct?
Camping in the caves....not every mode is suitable for every map. I see this is an issue and a good reason to argue against TDM. They can always remove the maps that don't work from the rotation though. TDM may have to wait until more suitable maps are available. Personally, I don't think TDM suits the small maps since it requires space to manouvre to be worthwhile. Might be ok though.
"We have TDM if no one decides to cap rush". If ONE person decides to cap rush the base has to be defended. Which takes mechs of the front line. Which means it's not TDM because different strategies apply. It's a different game. If people agreed to play without capping assault would work. This might happen when lobbies come in.
Splitting the player base. People who want TDM want it because it is completely different to assault and conquest. Personally, I'll play assault (conquest is a waste of time in 8 mans) if I have to...but I'll play to cap since capping is a hell of a lot less risky than attacking a target that shoots back, and winning will matter come CW. I'm sure there are other competitive teams that think the same way. If you think TDM = assault then you really don't understand TDM. If you disagree, say why and I'll explain.
In MW4 the main game modes were TDM and missions. Missions involved one team defending an objective while the other team tried to destroy it. What happened? People loaded up hellspawns with arty strikes and jump jets and rushed the base. It worked every single time. If MWO introduces destroyable objects they will have to be so tough (to not die from poptarts with arty strikes/airstrikes/etc) that any team that doesn't have these things will not be able to destroy it in a reasonable amount of time.
I haven't played in any of the 3rd party leagues that have been running. Would anyone who has care to comment? Are diverse strategies developing for assault/conquest modes?
As far as PUG's go, TDM probably wouldn't work as well as assault due to the lack of communication/desire to play as a team.