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You argued out your point well enough (finally, in my opinion). I still have one major problem with it: all that nice stuff you're nostalgic about in previous incarnations isn't here yet. Some of it might never make it. Yet you're still pushing for a TDM mode.
What exactly isn't here yet?
MWO already has everything that MW4 had, only with a more limited map selection.. but Alpine is already a decent "MW4-esque" map, capable of hosting interesting battles.
Seriously, you don't really need anything more. In a no-respawn environment, TDM will generally result in fairly drawn out fights, because rushing at the enemy will just get you killed, and then you don't get to play any more.
It's the no-respawn aspect that many folks miss in their assessment of TDM.. they imagine a game like COD, where you just respawn over and over, and you just rush the center to try and get kills as fast as possible... Indeed, even in MW4, this is what the respawn games were like.
But when you combine a no-respawn game, with a TDM ruleset, you get interesting things. It doesn't need a lot of complexity in terms of rules to foster complex combat... Really, all you need is some mechanism to deal with griefers (although, interestingly enough, we really only encountered that situation ONCE in all of our years playing MW4 in leagues... not sure why it didn't come up. Might be because the folks in the leagues actually knew each other on some level, so you didn't want to be a ****.)
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And with the current weapon balance (or lack thereof), in this situation, outside some charming (but ultimately ineffective compared to bringing yet another boat) maneuvers done by the lights, there really isn't much a light contributes except having less armor, less weapons, and being somewhat harder to hit. Backshots are great and all, but that's a very thin string to hang on.
It is strange that, as a light pilot, you so easily underrate the utility of speed.
Being able to get eyes and guns anywhere on the field with very little short notice, is a useful thing in mechwarrior. High mobility allows you to dictate, to some degree, how an engagement will take place. And, again, in a team environment, scouts are invaluable.. not for capping a base, but for providing information on OPFOR movements.
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So, I hope you like this rejection of your idea a little better: TDM isn't good for the game we have now.
I think it's perfectly fine for the game we have now. But at the same time, I wouldn't force it upon you. If you want to play the current game, you are more than welcome to. I have no desire to force you to play a game you don't want to play.
I merely ask that you extend the same courtesy. Given that adding a TDM game mode essentially costs nothing in terms of development time, given its simplicity, there is very little reason why folks who want to play such a game should not be allowed to.
silentD11, on 01 May 2013 - 08:18 PM, said:
You're wrong, as usual.
Part of properly playing assault is to scout the map entirely. Time all routes to and from what area in various speed mechs, and practice running them in reverse as well. I've done this in sync'd 8v8 with friends. Real assault players that cap always use more of the map than TDM players. The best part of TDM, requires no map knowledge at all.
No, you are mistaken, and the heat maps clearly illustrate it.
Again, go check out the heat maps yourself. You'll see that on alpine there are huge sections of the map which are totally untouched by anyone, because they do not provide any utility if your only destination is the other cap point.
Again, you don't need to take my word for it.. you can look yourself.