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Why Assault Is A Flawed Gametype


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Poll: Assault (102 member(s) have cast votes)

I think that the Assault gametype needs rethinking

  1. Yes (41 votes [40.20%])

    Percentage of vote: 40.20%

  2. No (45 votes [44.12%])

    Percentage of vote: 44.12%

  3. lol captain stiffy (16 votes [15.69%])

    Percentage of vote: 15.69%

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#1 Captain Stiffy

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Posted 11 April 2013 - 12:13 PM

The best strategy hands down is to base camp.

Why should you want to leave the only single place on the map that you have to defend?

Other games that use a similar match type place the defense points further out but when they start you right on top of it it's purely idiotic to do anything other than base camp.

If one team camps and the other does not then the team that did not camp is wide open to losing the game to a single light mech.

If both teams are at the top of their game they will sit at spawn and wait for the timer to run out - think about that - if everyone uses the best possibly strategy the game won't even take place.

This game type is flawed and needs serious review.

My list of possible fixes includes;
  • Remove the bases. They just aren't necessary - shhhh - go play conquest.
  • Move the capture points to somewhere other than the starting location.
  • Randomize the starting locations (but keep teams equidistant from capture locations)
Thanks

Edited by Captain Stiffy, 11 April 2013 - 12:15 PM.


#2 CDLord HHGD

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Posted 11 April 2013 - 12:29 PM

I think the current assault type has worked nicely thus far. I never see two teams base camping.

I would like to see a King of the Hill mode where there's a single base in the center of the map (or continuously randomized location equidistant from the two starting zones).

I will not support a TDM mode because of the fact you'll have that one light or fast mech that will run away and hide forcing you to find them or (more likely) wait till the timer expires forcing a Draw condition.

#3 Ryokens leap

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Posted 11 April 2013 - 12:30 PM

Both game modes are temps until community warfare is implemented. Just play what you have been given until the real game drops. Unless pug mode is all you intend to play then tough luck.

#4 Belorion

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Posted 11 April 2013 - 12:31 PM

In all the matches I have played, I have never seen a draw because both teams didn't move from their base.

#5 Roland

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Posted 11 April 2013 - 12:33 PM

Just play Conquest.

You don't have to worry about base camping.. it may come down to cap points, but you'll always get at least SOME combat before it happens.

#6 Ngamok

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Posted 11 April 2013 - 12:35 PM

Only thing Assault needs (especially ont he smaller maps) is a minimum time to capture timer so fast jumping mechs can't be at your base in under 20s capping already with cap accelerator.

#7 Kiryn

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Posted 11 April 2013 - 12:41 PM

View Postcdlord, on 11 April 2013 - 12:29 PM, said:

I think the current assault type has worked nicely thus far. I never see two teams base camping.

I would like to see a King of the Hill mode where there's a single base in the center of the map (or continuously randomized location equidistant from the two starting zones).

I will not support a TDM mode because of the fact you'll have that one light or fast mech that will run away and hide forcing you to find them or (more likely) wait till the timer expires forcing a Draw condition.


This is exactly my view as well. Most people play assault because they want to duke it out in the center of the map, so it makes sense to me to have 1 single base in the center that both sides have to fight over. But then the current system isn't bad, I get maybe 1 or 2 matches a night where the other team goes straight to cap, meaning more than just 1 light trying to draw people off the main battle in the middle. I also agree that TDM would be really bad as well. Chasing around 1 light at the end of a match would not be a fun way to spend time.

#8 Ngamok

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Posted 11 April 2013 - 12:44 PM

View PostKiryn, on 11 April 2013 - 12:41 PM, said:


This is exactly my view as well. Most people play assault because they want to duke it out in the center of the map, so it makes sense to me to have 1 single base in the center that both sides have to fight over. But then the current system isn't bad, I get maybe 1 or 2 matches a night where the other team goes straight to cap, meaning more than just 1 light trying to draw people off the main battle in the middle. I also agree that TDM would be really bad as well. Chasing around 1 light at the end of a match would not be a fun way to spend time.


I think they should have made it Counter Strike rule set. Plant the Bomb - Disarm the Bomb // Rescue the Hostages - Defend the Hostages. In that I mean, one objective, an attacking team and a defending team.

#9 NinetyProof

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Posted 11 April 2013 - 12:45 PM

View PostCaptain Stiffy, on 11 April 2013 - 12:13 PM, said:

The best strategy hands down is to base camp.

Why should you want to leave the only single place on the map that you have to defend?

Your logic is flawed because Assault has "multiple" ways to win/lose.

1) Lose: You lose your Base
2) Win: You take the opponents Base
3) Lose: All your guys die
4) Win: All their guys die

So, technically, that's 4 different conditions. Waiting on your base only prevents 1 way to lose, aka, losing your base. It doesn't stop you from losing via the other way (everybody on your team dying). It also doesn't allow you to "win" by taking the other base, nor does it allow you to win by eliminating the opponent, unless the come to you first.

So the mode is not broken ... what is broken is the way you think about it.

Also note, things you did not consider: CB / XP bonuses. Sitting on the base means your probably not getting JACK from CB/XP.

Edit: The dev's just stated: Assault is fine. They are not changing it.

Edited by NinetyProof, 11 April 2013 - 12:47 PM.


#10 Jman5

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Posted 11 April 2013 - 12:47 PM

Quote

Why should you want to leave the only single place on the map that you have to defend?


Because most spawn points are wide open and offer little cover beyond that central building. There are a few exceptions such as upper spawn River City, and Forest Colony, but all the rest will leave you completely exposed while enemy snipers can use cover to annihilate you.

So while one or two players could cower behind the building, the rest of your team gets absolutely mauled.

People don't camp their base because it's a nearly surefire way to lose on most maps. Now if you are talking about teams that move out but stay close to base, that's a different story. However, we would need to address it on a case by case basis because they all have vulnerabilities.

#11 aniviron

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Posted 11 April 2013 - 12:49 PM

Also: the bases tend to be in hard-to-defend locations. Sitting in your base, therefore, is bad. You will get squashed like a highlander descending on a flea. Instead, you move out, and take control of tactically relevant positions, and try to force the enemy to come to your positions, or send people to find weak points in their positions and then assault that. Gametype works as intended.

#12 Specterr

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Posted 11 April 2013 - 12:49 PM

I don't think I've ever seen a single mech stay back and defend let alone an entire team. I just don't see base camping as an issue.

For what its worth, the above suggestion of one capture point in the middle does sound like fun though.

#13 Captain Stiffy

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Posted 11 April 2013 - 01:02 PM

View PostSpecterr, on 11 April 2013 - 12:49 PM, said:

I don't think I've ever seen a single mech stay back and defend let alone an entire team. I just don't see base camping as an issue.

For what its worth, the above suggestion of one capture point in the middle does sound like fun though.


It would be if the average player could think past the "W" key. Like they've got a hot date on the other side of the map.

#14 sC4r

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Posted 11 April 2013 - 01:06 PM

View PostRyokens leap, on 11 April 2013 - 12:30 PM, said:

Both game modes are temps until community warfare is implemented. Just play what you have been given until the real game drops. Unless pug mode is all you intend to play then tough luck.


where did you get this from
i believe there wasnt much of word from devs about it if i remember

i wouldnt be surprised at all if this "community warfare" so many dream about wouldnt be a map with 6 colored areas that are played on these maps and modes

#15 Ryokens leap

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Posted 11 April 2013 - 01:13 PM

View PostsC4r, on 11 April 2013 - 01:06 PM, said:



where did you get this from
i believe there wasnt much of word from devs about it if i remember

i wouldnt be surprised at all if this "community warfare" so many dream about wouldnt be a map with 6 colored areas that are played on these maps and modes


Noooooooooooooooooooo!

#16 Lostdragon

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Posted 11 April 2013 - 01:14 PM

View PostNgamok, on 11 April 2013 - 12:44 PM, said:


I think they should have made it Counter Strike rule set. Plant the Bomb - Disarm the Bomb // Rescue the Hostages - Defend the Hostages. In that I mean, one objective, an attacking team and a defending team.


This. Either do this or make it take significantly longer to capture a base in Assault.

#17 Davers

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Posted 11 April 2013 - 01:43 PM

View PostRyokens leap, on 11 April 2013 - 12:30 PM, said:

Both game modes are temps until community warfare is implemented. Just play what you have been given until the real game drops. Unless pug mode is all you intend to play then tough luck.

It's a bit late in development for these game modes to be placeholders. Thats like saying "These maps are just temps until CW then we get the real maps."

#18 DeadlyNerd

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Posted 11 April 2013 - 01:46 PM

Assault needs a fortress on the one side, force field protected exits and tickets.
Dead players get replaced by new ones.
That way 1 team would be, you guessed it, ASSAULTING the other.

Yo PGI, how was that so hard to think of? Dice has it going for 3 BF sequels so far.

#19 kuangmk11

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Posted 11 April 2013 - 01:52 PM

View PostRyokens leap, on 11 April 2013 - 12:30 PM, said:

Both game modes are temps until community warfare is implemented. Just play what you have been given until the real game drops. Unless pug mode is all you intend to play then tough luck.

I'm going to bet that CW changes nothing in game. You play the same maps in the same way and you can imagine you are fighting for control of some planet listed on the website. I pray I am wrong, but I'm not getting my hopes up

#20 FrostCollar

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Posted 11 April 2013 - 01:56 PM

View PostJman5, on 11 April 2013 - 12:47 PM, said:


Because most spawn points are wide open and offer little cover beyond that central building. There are a few exceptions such as upper spawn River City, and Forest Colony, but all the rest will leave you completely exposed while enemy snipers can use cover to annihilate you.

So while one or two players could cower behind the building, the rest of your team gets absolutely mauled.

People don't camp their base because it's a nearly surefire way to lose on most maps. Now if you are talking about teams that move out but stay close to base, that's a different story. However, we would need to address it on a case by case basis because they all have vulnerabilities.

This. Give the map designers some credit - usually if you camp the base you'll get eaten alive by the enemy that's occupying a better position.





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