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An Interesting Observation


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#41 Mister Blastman

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Posted 08 May 2013 - 09:10 AM

View PostEscef, on 07 May 2013 - 12:23 PM, said:

I'll likely uninstall.


I'll likely play more.

Respawn is what Mechwarrior has always been about. Goodbye Counterstrike weanies!

#42 Escef

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Posted 08 May 2013 - 09:58 AM

View PostMister Blastman, on 08 May 2013 - 09:10 AM, said:

Respawn is what Mechwarrior has always been about.

Vas?

#43 Tremendous Upside

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Posted 08 May 2013 - 10:13 AM

View PostGallowglas, on 07 May 2013 - 11:11 AM, said:

The thing is, as much as I don't like assault base caps, I do recognize that they're better than having one last, wounded Commando hiding in a corner of Tourmanline, preventing the enemy from ending the match by hiding. As such, I DO think there has to be some capture mechanic. I just think it needs work. Something as simple as disallowing a cap on assault until 5 minutes into the match would go a long way toward improving gameplay.

Again, just MHO.


Cannot agree more on this. Caps suck, but they're a necessary evil. MPBT: 3025 all but proved that. I still remember one game there where I was dropped with my team against a full lance of 64kph hunchies. The weight class limit for the match was set to mediums and below - so I took my trusty raven. Killed one of the baddies but the rest of my team folded like a pop-tent... And I was all that was left with 4 of them chasing me. The chase went on for about 15 minutes - and vast amounts of profanity and name-calling ensued... But they wouldn't split up the way I wanted them to, and I wouldn't power down so their slow butts could catch up and kill me. In the end, they all gave up and quit the match. It's a crappy way to play, and it's precisely what would happen here if there weren't alternative "victory conditions". That said, there's no good reason to have cappable objectives in a game like this that are active from the moment the game starts. Not in assault at least...





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