I know this has been said, and I'll say it again....GET RID OF ASSAULT MODE...REPLACE IT WITH TEAM DEATH MATCH
It is complete bull**** to fast-cap while no shots have been fired. There is no "fun".
If this is the new norm, I'll equip my fastest mech with the cap accelerator and try to cap every single time. I'd much rather trade blows like this game was meant to be played. No wonder so many ppl are leaving. This isn't Mechwarrior. Conquest mode is for capping. Give us Team Death Match and do away with backstabbers.


Capping Crap On Assault Mode
Started by Psychokreep, Apr 04 2013 08:07 PM
3 replies to this topic
#1
Posted 04 April 2013 - 08:07 PM
#2
Posted 05 April 2013 - 12:14 AM
Get over it. Its part of the win conditions for Assault mode. Defending one's base is basic military strategy. Blame yourself for stretching your forces out so far from your base.
Now Im not against a Deathmatch mode.
By all means have one... Im all for greater variety in modes. Though personally Id love to see a MWO that isn't limited to mere rounds. The idea of a persistent Innersphere where one can fight on hundreds of interconnected planets (servers) on a variety of terrains. Mission "types" are more determined by how players wish to achieve their own determined objective.
Granted the exact implementation could vary from simple rounds and some varied "missions" to a fullblown 24/7 persistent gameplay like Planetside 2. Well.. Im unsure IGP has those kind of resources; however, one can dream.
Now Im not against a Deathmatch mode.
By all means have one... Im all for greater variety in modes. Though personally Id love to see a MWO that isn't limited to mere rounds. The idea of a persistent Innersphere where one can fight on hundreds of interconnected planets (servers) on a variety of terrains. Mission "types" are more determined by how players wish to achieve their own determined objective.
Granted the exact implementation could vary from simple rounds and some varied "missions" to a fullblown 24/7 persistent gameplay like Planetside 2. Well.. Im unsure IGP has those kind of resources; however, one can dream.
#3
Posted 05 April 2013 - 12:40 AM
I say limit capture speed (75-100%, as balance will need, of current cap speed for 1 mech, x1,5 of that for 2 OR MORE mechs, no other improvements except cap module) and introduce the possibility of delaying capture by damaging the capturing mechs. The latter may even be more important, such as "damaged mech doesn't cap for 5 sec after being damaged".
#4
Posted 05 April 2013 - 06:34 PM
aww.. did the little Psychoreap get done by a raven cause some one knows how to use tactics?
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