Deathmatch
#1
Posted 24 April 2013 - 12:46 AM
It’s quite a nice concept to make sure your team has enough lights to protect your base but it can be a bit tedious to lose a match on a large map when your assaults have moved up and the enemy sends 3 lights to your base and ur team only has 2.
Its is also annoying on river city when one team goes upper city and one team goes lower and it just turns into a cap race.
A normal death match would not be so hard to design? I am not sure why we are still waiting for it..
#2
Posted 25 April 2013 - 09:57 PM
#3
Posted 25 April 2013 - 10:01 PM
#4
Posted 26 April 2013 - 12:25 AM
#5
Posted 26 April 2013 - 01:07 AM
Sean von Steinike, on 26 April 2013 - 12:25 AM, said:
Itll be awesome to win the match because we killed the rest of your team while you ran around being useless tyring to troll everybody by running away.
Have fun trolling yourself.
#6
Posted 26 April 2013 - 01:53 AM
Crunk Prime, on 26 April 2013 - 01:07 AM, said:
Itll be awesome to win the match because we killed the rest of your team while you ran around being useless tyring to troll everybody by running away.
Have fun trolling yourself.
The last mech running is most often a light.
#7
Posted 26 April 2013 - 01:58 AM
#8
Posted 26 April 2013 - 02:06 AM
Crunk Prime, on 26 April 2013 - 01:58 AM, said:
Good luck it hunting it down when you can't cap to win. The tears will be sweet as your 5 minute match drags on out to 15. Because you know, that's exactly what is going to happen repeatedly and frequently. And as a note, the maps keep getting bigger and bigger. Which means suckers will be stuck hunting that last light more often.
#9
Posted 26 April 2013 - 02:28 AM
10 minutes would be a pretty good match length, and by time most enemy mechs are dead and theres a single light mech running around there would only be 1-2 minutes left tops. Thats 1-2 minutes to laugh at anybody thinking they are trolling people when the winning team walks away with Cbills and XP in the bank.
And the problem of an entire enemy team of lights trying to run away all match? It will finally teach people they cant play slow assaults and heavy mechs all the time. They will have to actually take faster mechs and have a varied team to hunt down those lights.
#10
Posted 26 April 2013 - 05:49 AM
#11
Posted 01 May 2013 - 02:48 PM
Lucky Moniker, on 25 April 2013 - 09:57 PM, said:
Yeah today I finally decided I was tired of playing the game.
I think a deathmatch and a team deathmatch set would breathe new life into the game. 16 mechs dropped at random around the map, no teams, just kills, every mech for themselves kind of play.
People have turned the other games into deathmatch variants, where either capping is desirable or undesirable, but the "kill everyone on the other side" constant remains.
This would level out the use of Teamspeak and force people to play completely differently. It would force people to play all over the map. People couldn't make horrible builds anymore. People would divide and conquer or wait for the weakling. There would be so much chaos, but it would be expected. It would be different from what we have now, which is starting to get boring.
Do away with bad teamwork by doing away with teams. I think they're afraid to mix up the play lists too much because the main game modes might become neglected and it would futz up the metrics gathering and ELO tuning. But right now the game is tedious, slow, and frustrating either because of bugs or because your teammates won't bother to watch your rear end while you're trying to draw fire away from theirs.
Sean von Steinike, on 26 April 2013 - 12:25 AM, said:
hey if that's what you call fun. I'll just disco because IDGAF. Enjoy playing HideWarrior.
Or you can play the other modes and not be a griefing ******* ruining the game for everyone else. But I've gotten my $ worth out of the game so far. 30 bucks in, and better part of a year of play. Better than an Xbox game. Maybe you like being a griefing troll, but some of us are here to play the game for fun, not to get our kicks out of negative human feedback.
Edited by ArchMage Sparrowhawk, 01 May 2013 - 02:53 PM.
#12
Posted 03 May 2013 - 03:31 PM
There are ways around this. Kills could award more CB if they happen sooner. A multiplier of "time left" or something.
#13
Posted 04 May 2013 - 03:10 PM
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