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An Idea On Assault Mode


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#1 TemplarMedic

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Posted 16 June 2013 - 07:14 PM

so after playing assault mode and losing to one lone light mech after dominating the field of battle with a full team still alive time n time again, im beginning to wonder if in only assault mode, capturing the base should require at least 2 mechs.

i understand using the base as just a method to pull mechs away from the fight, but this can still be done with 2 light mechs that are fast enough to do this and still get back in the fight.

The reason i come up with this, is because i play this to fight my mechs that ive spent the time upgrading and tweaking, not to spend my time running around defending base and chasing a light mech ill never catch.

if i wanted a capture the flag match id play call of duty or something a little more fast paced that actually suits that style of play.

besides, isnt conquest mode better designed for a capture type game? why make the only other mode the same thing?

some maps are small enough to where this isnt an issue so much, but some maps are just too damn big for a lone little light mech to have that much power. even with my 75 kmh firebrand i cant run back to save the base in half the maps.

on a side note, i do play a lot of light mechs like the x-5 and raven but even when i use them, it just feels cheap to be able to run WAY away from everybody, do nothing but just stand there, and still win the game for my team when im the last one alive.

(and yes i know the x-5 is a medium mech but he has the speed of a light. mine runs about 150 kmh.)

in the end, maybe we just need a full on team deathmatch type mode so those of us who just want to duke it out can have fun shootin n bein shot without worrying about what crap the light mechs are capping.

#2 Stingray Productions

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Posted 16 June 2013 - 09:26 PM

what if you're in an atlas, you're the last one alive on your team, you're enemy is a spider with no more weapons (he's the last one left on his team) and he decides to book it off somewhere and shut down? It would force the game into a stalemate. However, I like where you're headed with this idea, I find myself in your same shoes when dominating another team and then loosing to some sneaky light. I guess on his part it's just combat tactics, but maybe there should be something tweaked, like making the capture point take longer. A suggestion my friend had was make the capture point time relative to map size, so that canyon network wouldn't require as much time and that Alpine Peaks would require a good deal more time to capture. It seems that maps that suffer the most from sneaky lights are the big maps.

#3 Gaan Cathal

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Posted 16 June 2013 - 09:29 PM

View PosteSyLeonhart, on 16 June 2013 - 07:14 PM, said:

so after playing assault mode and losing to one lone light mech after dominating the field of battle with a full team still alive time n time again, im beginning to wonder if in only assault mode, capturing the base should require at least 2 mechs.

i understand using the base as just a method to pull mechs away from the fight, but this can still be done with 2 light mechs that are fast enough to do this and still get back in the fight.


You clearly didn't dominate the field of battle since you weren't able to keep one lone light mech out of the one small region of the map where you loose if he stands. That's more or less the opposite of dominating the battlefield.

Secondly, no - needing two lights to pull basecap aggro is quite different from needing one, because six mechs are much easier for the opposing gunline to mulch than seven.

#4 Asmudius Heng

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Posted 16 June 2013 - 09:35 PM

Bases need multiple capture points before the main base can be capped for a win so it requires teamwork or a lot of time to do.

See planetside 2 for an example.

You have points a,b,c that all need to be captures before the main point can be taken.

This way a co-ordinated team can cap all 3 point then the centre at once, but a lone light would need to do a bit of capping first alerting the enemy to the threat (which might just be the point to split the team)

Such a system promotes teamwork while keeping the capping idea. A long light can still do it but its much slower and more difficult.

teams of cappers can do well too but require more effort and time still to pull of what they can do already.

Also the fight for the cap will not be on a single point but ranging across a wider area with little minifights near each other but not always within sight.

anyway, thats how i would do it if i were a professional game designer and had to have this system .....

#5 Typhoon Storm 2142

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Posted 17 June 2013 - 04:26 AM

View PosteSyLeonhart, on 16 June 2013 - 07:14 PM, said:

im beginning to wonder if in only assault mode, capturing the base should require at least 2 mechs.

You should rather wonder if your team failed miserably. You walk to the other end of the map and hate the light 'Mech who is going to cap your base? Hate yourself instead.

Quote

if i wanted a capture the flag match id play call of duty or something a little more fast paced that actually suits that style of play.

You should rather play Call of Duty, because that's the game were everyone plays Deathmatch in. It's what you wanted, right? Deathmatch. So, go ahead, play CoD instead of MWO. Sounds exactly like what you wanted.

Congratulations. You're person No. 1.000.000 to post a new thread about the same old boring topic.

Did you think you're the first to bring this up?

Did it never occur to you that capping has a purpose, other than making you mad? For example, if someone hides on a bigger map and shuts down, the other team has to actively search him to end the match? I'll show you some spots on the Alpine map, where you will take more than 15 mins to find me, if I was hiding.

You think the devs inplemented capping just to **** people off? No, guess what, they found the solution to hiding/escaping.

Please come up with something better than the old, boring "cap points must die". Your other idea, that 2 'Mechs are needed to cap is just plain dumb.

#6 TemplarMedic

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Posted 17 June 2013 - 07:11 AM

View PostTyphoon Storm 2142, on 17 June 2013 - 04:26 AM, said:

You should rather wonder if your team failed miserably. You walk to the other end of the map and hate the light 'Mech who is going to cap your base? Hate yourself instead.


You should rather play Call of Duty, because that's the game were everyone plays Deathmatch in. It's what you wanted, right? Deathmatch. So, go ahead, play CoD instead of MWO. Sounds exactly like what you wanted.

Congratulations. You're person No. 1.000.000 to post a new thread about the same old boring topic.

Did you think you're the first to bring this up?

Did it never occur to you that capping has a purpose, other than making you mad? For example, if someone hides on a bigger map and shuts down, the other team has to actively search him to end the match? I'll show you some spots on the Alpine map, where you will take more than 15 mins to find me, if I was hiding.

You think the devs inplemented capping just to **** people off? No, guess what, they found the solution to hiding/escaping.

Please come up with something better than the old, boring "cap points must die". Your other idea, that 2 'Mechs are needed to cap is just plain dumb.


lol, u mad bro?
the point here was just an idea and maybe for people to share their ideas with me to, not to be a random *******. As a newer player i obviously havnt mastered your ways yet obi-wan. Nor have i been inclined to dig through pages of posts looking for just my topic when i could just as quickly ask.
o wait...better not ask cause i might get ****-head responds like yours. Thank for being the worst kind of player that makes the rest of the community look horrible.

#7 Stingray Productions

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Posted 17 June 2013 - 07:53 AM

View PosteSyLeonhart, on 17 June 2013 - 07:11 AM, said:

[color=#CCCCCC]
Posted ImageTyphoon Storm 2142, on 17 June 2013 - 06:26 AM, said:
[/color]
[color=#959595]

You should rather wonder if your team failed miserably. You walk to the other end of the map and hate the light 'Mech who is going to cap your base? Hate yourself instead.


You should rather play Call of Duty, because that's the game were everyone plays Deathmatch in. It's what you wanted, right? Deathmatch. So, go ahead, play CoD instead of MWO. Sounds exactly like what you wanted.

Congratulations. You're person No. 1.000.000 to post a new thread about the same old boring topic.

Did you think you're the first to bring this up?

Did it never occur to you that capping has a purpose, other than making you mad? For example, if someone hides on a bigger map and shuts down, the other team has to actively search him to end the match? I'll show you some spots on the Alpine map, where you will take more than 15 mins to find me, if I was hiding.

You think the devs inplemented capping just to **** people off? No, guess what, they found the solution to hiding/escaping.

Please come up with something better than the old, boring "cap points must die". Your other idea, that 2 'Mechs are needed to cap is just plain dumb.
[/color]

lol, u mad bro?
the point here was just an idea and maybe for people to share their ideas with me to, not to be a random *******. As a newer player i obviously havnt mastered your ways yet obi-wan. Nor have i been inclined to dig through pages of posts looking for just my topic when i could just as quickly ask.
o wait...better not ask cause i might get ****-head responds like yours. Thank for being the worst kind of player that makes the rest of the community look horrible.

what was that saying? if can't say something nice, don't say nothing at all....Anyhow, I agree with Leonhart. Besides Leonhart wasn't complaining really, he was offering a suggestion, which is the whole point of this area in the forums. So we're grateful that he'd be willing to share his thoughts with us. Anyways, back to the suggestions portions, I had a thought cross my mind. What if instead of having to capture their base, it had to be destroyed. Usually lights have less fire power so they're not as much of a threat. However, if an slow Atlas snuck into the enemy base (it would be shame on you if you let that slip by) then he could destroy it much quicker. I don't really know if it'd be the solution, just a thought, what do you guys think?

#8 TemplarMedic

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Posted 17 June 2013 - 07:58 AM

View PostStingray1234, on 17 June 2013 - 07:53 AM, said:

what was that saying? if can't say something nice, don't say nothing at all....Anyhow, I agree with Leonhart. Besides Leonhart wasn't complaining really, he was offering a suggestion, which is the whole point of this area in the forums. So we're grateful that he'd be willing to share his thoughts with us. Anyways, back to the suggestions portions, I had a thought cross my mind. What if instead of having to capture their base, it had to be destroyed. Usually lights have less fire power so they're not as much of a threat. However, if an slow Atlas snuck into the enemy base (it would be shame on you if you let that slip by) then he could destroy it much quicker. I don't really know if it'd be the solution, just a thought, what do you guys think?


Very good idea, imo. the best so far. I liked the idea also of longer cap times for larger levels and smaller for smaller, but this seems a better style except for one thing...being able to snipe a base and kill it while never even being close. :\

#9 Zortax

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Posted 17 June 2013 - 09:13 AM

I honestly don't see a problem with this happening. I've been the light that does the capping, and I've also been a heavy hitter on the team that does the killing. In almost all the instances where I was on the heavy hitting team, and we lost to a lone light that got away to cap our base, it happened because our team was all heavies and assaults, and there wasn't a chance in hell for us to get back to our base to drive the light away. Most of the times I was the light doing the capping, it seemed to be the same based on the post-game leaderboard. Seems like an incentive to try for a more balanced team to me. It's not my problem if one team wants to run all heavies/assaults and brawl it out so far from their base that they can't get back in time to stop a cap. Either make them come to you closer to your base so can get back in time, or take one for the team and run a light/medium that can get around and help prevent that lone cap.

#10 Stingray Productions

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Posted 17 June 2013 - 10:19 AM

View PosteSyLeonhart, on 17 June 2013 - 07:58 AM, said:


Very good idea, imo. the best so far. I liked the idea also of longer cap times for larger levels and smaller for smaller, but this seems a better style except for one thing...being able to snipe a base and kill it while never even being close. :\

dang....sniping, good point, I wasn't thinking of that. What if you had to be in the cap zone before it could be damaged?

#11 TemplarMedic

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Posted 17 June 2013 - 12:34 PM

View PostZortax, on 17 June 2013 - 09:13 AM, said:

I honestly don't see a problem with this happening. I've been the light that does the capping, and I've also been a heavy hitter on the team that does the killing. In almost all the instances where I was on the heavy hitting team, and we lost to a lone light that got away to cap our base, it happened because our team was all heavies and assaults, and there wasn't a chance in hell for us to get back to our base to drive the light away. Most of the times I was the light doing the capping, it seemed to be the same based on the post-game leaderboard. Seems like an incentive to try for a more balanced team to me. It's not my problem if one team wants to run all heavies/assaults and brawl it out so far from their base that they can't get back in time to stop a cap. Either make them come to you closer to your base so can get back in time, or take one for the team and run a light/medium that can get around and help prevent that lone cap.


agreed and i play both roles as well. problem is...i cant control what random pubs do in game or what mech's they play so...in a competetive game yes, no excuses. but in a random pub group...you get the picture.

This is why i would like a straight up deathmatch mode. just you and the enemy. to the death of everyone. and if you want to go run and hide in a corner for 2 mintutes till the game ends, they could implement some kind of penalty for not fighting...not sure what would be a fair way to reduce people from hiding, but i'd like to think people would play that mode to fight and not to run.

#12 Zerberus

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Posted 17 June 2013 - 12:53 PM

With all due respect (and after months of identical threads it is hard to display respect here, so please don`T take anything personally as that is not the intent)

Maybe if people stopped dropping in only assaults and heavies, ir at least cared about their base, sunday light pilots like myself wouldnt have barrels of wine made from Cap qq tears in our cellars?

Don`t like lights capping? DO something about it. Playing hulk smash robots in teh middle of the map is fun, but a pure tactical fail.

This is exactly teh same as CT in CS whining about terrorists planting the bomb or Ts whining about CTs rescuing teh hostages. maybe, just maybe, you should have cared about something more than killing? Like the game objectives.

It`s like a soccer team complaining that they lost becasue the other team shot a goal, while they were all standing in the middle of the field waiting for them to come back so they can play kickball again.

One of the reasons my current favorite mechs are catapults is because I usually have enough speed to reach the cap point and intervene.... food for thought? ;)

Edited by Zerberus, 17 June 2013 - 12:55 PM.


#13 Stingray Productions

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Posted 17 June 2013 - 02:03 PM

View PosteSyLeonhart, on 17 June 2013 - 12:34 PM, said:


agreed and i play both roles as well. problem is...i cant control what random pubs do in game or what mech's they play so...in a competetive game yes, no excuses. but in a random pub group...you get the picture.

This is why i would like a straight up deathmatch mode. just you and the enemy. to the death of everyone. and if you want to go run and hide in a corner for 2 mintutes till the game ends, they could implement some kind of penalty for not fighting...not sure what would be a fair way to reduce people from hiding, but i'd like to think people would play that mode to fight and not to run.

..i remember that Mechwarrior 4 Solaris had just that, a penalty that if you didn't fight for so long you'd be automatically disqualified. Not a bad idea to start with. I guess another thing they could do is that when time runs out, whoever has the most mechs still alive or most tonnage of mechs left, or something, would be the winners.

#14 Petroshka

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Posted 17 June 2013 - 03:53 PM

Please leave Assault mode alone!

Implement death match mode.

http://mwomercs.com/...eathmatch-mode/





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