Lostdragon, on 13 May 2013 - 08:30 AM, said:
The easiest fix is to just change Assault mode from the broken POS it is now. If one team was defending an objective and the other was dropped in a random location to destroy or capture the objective it would change things a lot.
Scouting becomes important for both teams. Drawing the enemy away from the fight or into an ambush becomes something other than standing in a square hoping someone shows up to defend. Powering down to ambush might actually happen.
Most importantly you eliminate cap rushes where there is not a shot fired.
Roland, on 13 May 2013 - 08:31 AM, said:
Agreed. Making it such that only ONE team is defending would greatly improve the game type.
Joseph Mallan, on 13 May 2013 - 08:32 AM, said:
Only if the defending team does not rage quit cause they have to guard a colored box in the sand that is.
Roland, on 13 May 2013 - 08:34 AM, said:
Setting up a defense when you know the enemy is going to assault you isn't that terrible... it's the current situation of not knowing whether the enemy team is gonna bother coming to you, or whether you have to go hunt them down, that makes it exceedingly stupid.
Likewise, the assaulting force is then freed up to maneuver however they like, and attack the enemy base from anywhere.
They thought that Assault/Defend modes would be well received in World of Tanks as well..
It turns out: if you can take cover and jumpsnipe the people who have no choice but to advance on you, (similar to WoT TDs sitting in bushes shooting invisibly) the match becomes a lot less enjoyable.
Keifomofutu, on 13 May 2013 - 08:38 AM, said:
If it takes very little skill to shoot an unarmed man, what does it say about the unarmed man's level of skill that he can't prevent it?
SEEWUTIDIDTHAR?
lolwut?
Yeah.. a face plant.
General Taskeen, on 13 May 2013 - 10:58 AM, said:
MW:LL's Terrain Control is the best Mech game mode. Certainly better than anything in this game.
Sounds remarkably like Conquest.. (where light's rule)
ArmageddonKnight, on 13 May 2013 - 11:18 AM, said:
While i understand what the OP is talking about, i feel ur.his post is made in such a way to negate any possible argument against it as "ur one ofhte assualt racket". So theres a mark down on ur position there.. sry.
The intention was not to negate every possible argument; just the ones that say "Your fun is ruining my fun and therefore you're stupid!" type of responses. (Negating the self -important supposition that anything outside of their goals is unsuitable.)
I don't feel that fighting shouldn't happen, I just feel that indirect styles should not be shunned. (Or TK'd as Poster #3 would like..he was a
perfect example of who I was addressing even before he made his post.)
ArmageddonKnight, on 13 May 2013 - 11:18 AM, said:
Anyway im all for caping being in Assualt mode BUT only if they change it. As it stands atm capping is almost always used (in pugs) as a troll move. Somtimes it used as a last resort when a team is loosing. (which is fine).
If 'basses' were defended by turrets, had a lockout period b4 caping could start so people cant start caping instantly..or some other mechanic to make it more complex, then yes Caping would be fine, but atm all that happens is a person ..or 2 decide i want fast matches so i can farm credits so im gunan run a 150+kph mech and ru nstraight to the cap.
"Why dont u get ur light mechs to sort them out ?" i hear u say, well this is a pug we are talking about and alot of light pilots, pilot lights becouse they use them as OP brawlers vs heavier mechs. they dont actually use them as light mechs. Whilst this issue is related to another broken game mechanic (the hardpoint system) which shouldnt be discussed here (dont want to drail this thread), it does contribute to the reason caping atm is crap.
Lets face it , this is a FPS mech sim, why play if ur just gunna run to the cap point and sit there. You;d be better of playing a online racing game
Again, im not against a well implemented Caping system, but the current one is naff.
I don't like timed invulnerability (or if they did that, make it ridiculously short) because timed invulnerability gives a team the feeling of complete freedom of aggression and I think it would exacerbate the current (charge) monotony problem.
I would like it changed in one of 2 ways:
1: If you leave the cap box, the base recovers your damage, or if you're shot, the base recovers your "damage." (pretty much how WoT has it. This means that even a person in a slower mech can defend base with his ranged weapons.
or
2: If a friendly player starts defending base from on it, rather than just stopping base cap, it starts recovering. The same for the enemy mech leaving the base.