Now that the moderator has noticed the Tears of the Players, maybe they will discover a "trend" and entertain the idea of adjusting the assault capture mechanic. Conquest needs fixing, too.
I'm just going to let all you guys know that I'm a super-genius who has been playing with pretend robots since before you knew what pretend robots were, and whatever you say is wrong unless you agree with me. Especially Neverfar and his Sun-Tzu-ness. Now that I've got that out of my system...
If the match-maker didn't repeatedly build teams with 0 or 1 light-medium mechs, and put them against teams with a healthy number of light-medium mechs, there would be less reason to complain. If there weren't several groups doing 4-man lights and capturing every match, again, less reason to complain. If the CB/XP reward system gave any benefit to defending a base or conquesting resources, there would be ... less reason to complain! Get the common theme?
The bases on assault should be for two things; what Neverfar describes (dividing the enemy force) and anti-griefing. This can be accomplished very easily by canceling out the bonus for having 2+ mechs in the enemy base, until 4 or 5 minutes have passed by. There will still be a need to defend your base, and you still won't know if you are going to run into 1 enemy or 4; but they won't cap you out before a 90kph mech can run from doing his scouting or pew-pewing to go find out.
The 750 resource requirement for Conquest mode is beyond idiotic on Alpine and Tourmaline. It's not even really enough on Caustic but that's arguable. Alpine and Tourmaline are not arguable, it should be raised.
If I had to guess, and I am sure my guess is better than PGI's because they aren't super-geniuses like me (
or they could figure out a sane dmg value for MGs and Flamers) I would try changing Tourmaline to ~1200 resources required, and Alpine to 1500 (double.)
However, I don't even think the change should be that simplistic. I think the time required to capture the resource nodes/bases on Conquest should be much larger than it is. A light mech can zip from node to node very fast; an assault can't. I'm not saying that in itself is unfair, but on a make like Alpine, there is no chance you can hunt down the enemy lights and kill them unless you are piloting a light/medium, or they are stupid. You can't do anything useful except battle the enemy assaults and then guard a base if you survived; but by the time you finish killing the enemy assaults, you are probably half-trashed and the 2 ECM Ravens that come to capture your base will finish you off quickly anyway.
Honestly, I kind of think you should have to STAY ON THE RESOURCE NODE to gain resources from it. But... I don't know how that would really play out. Would the ideal strategy be two pairs of resource-gatherers and a 4-man battling the enemy? What about when it becomes 12v12?
I don't know.
My point is, nothing has been tried, and it's a ******* beta game. They better start trying **** out PDQ before they release garbage and there's not enough players to support their staff. I am really concerned that I may be investing in cool hero mechs and blablah and there could be no game servers next year. That would bum me out!
EDIT: I FORGOT TO USE THE OVER-POWERED 48 POINT TEXT. It's like a PPC but on the forum!
Edited by jeffsw6, 09 May 2013 - 11:23 AM.